241,425 Commits over 3,867 Days - 2.60cph!
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Missing cover on LOD1 of top_walkways
resized/cropped barricade_props_atlas as we likely wont add to it
updated models UVs to reflect change
updated textures in it to reflect recent changes
Identify positive vs negative edge loops
2D: Rewriting mesh gen to be edge loop based
fix for cave_large_hard through terrain around cenote - added rocks
fix for cave_medium_easy through terrain - added rocks
Command line project loading
Remove Game.IsEditorEmpty, can do this better later
Fixed dressing clipping in link-stairwell-b-1200
Fixed collision accuracy at back of excavator, filled the room there to block LOS
UI/menu changes for take only mode.
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cherrypicking
84563 - fixed gaps in SC skin floor triangle
Tweaked floor tile blends
We don't use StringPool anymore
Error list api
Package error page uses our own error collection
Fixed hole in wood tier doorway
merge from TugboatDoorDeployFix
reconnected a bunch of prefabs that were severed in Oilrig lighting and Compound lighting prefabs
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Fixed a crate blocking players on the small oilrig docks
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Include some meta with stat entries
Stats exploration
Hide stats edit if can't edit
Regenerate SDF meshes on resource change
2D: Get rid of inset bias for rounded / bevel edges
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fixed gaps in SC skin floor triangle
merge from TugboatDoorDeployFix
merge from tugboat_tube
merge from DroppedItemCollisionFix
merge from tugboat_push_limit
merge from Water5BoatsFix
merge from TugboatDecayIndoors
https://files.facepunch.com/Alistair/107/07/2023/2S17/ApplicationFrameHost_aALw3KhTnn.png
Leaderboard backup, run #4276
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Apply first update to damped value with no damping to initialize to target
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AnimGraph: Set damped value to target value on first update
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null check g_pApplication just incase
ShaderGraph: Compile textures so that images can be used for texture nodes https://files.facepunch.com/layla/1b0711b1/sbox_EXhMp9FGvJ.png
Disabled Water5 corrective forces on boats if they're not at least 50% submerged in water
Exhaust & damage states WIP
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vfxc: can output preprocessed hlsl for vulkan
Use two stage macro expansion for RenderState and SrgbWrite so token pasting combos (and other defines) works as intended on DXC
Fixes RenderState being evaluated incorrectly on Vulkan and doing nothing or worst case crashing
`RenderState( CullMode, D_MYCOMBO );` was getting evaluated differently as FXC had some non standard macro expansion rules:
FXC: `string g_renderState_CullMode < string arg1 = "1" ; > = "" ; ; `
DXC: `string g_renderState_CullMode < string arg1 = "D_MYCOMBO"; > = "" ;;`
DXC's -flegacy-macro-expansion wasn't doing anything either