241,425 Commits over 3,867 Days - 2.60cph!
disabled shadow proxies on static cars
Don't emit SB3000 about const fields in generic types
Slack feed fixes
Fixed updated info log being wrong
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Leaderboard backup, run #4252
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Changed Tugboat physic colliders from metal to wood where appropriate
Added additional collider to fix tugboat collision bug
ShaderGraph: Center on material node when opening a graph so you don't get lost
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Large/med/small surface prefabs.
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Cherry picked
84502 => Fixed bug in shadows w/ alpha cutout
Fix Rider integration for toolbox installs - thanks faint
Added support for the lights in the tugboat smoke stack at heavy damage levels
Sank the tugboat in ferry terminal and updated the loot crates positions that were on it
S2P
Fixed industrial.wall.lamps incorrect visuals. Model was in a hidden location and a clone of the recently updated non-deployed version which slipped under the radar.
Convert a bunch of deployables
Convert landmine to rendererlod
Latest compiled shaders - fix occasional blinking lights & fix lights on Vulkan
Fixed bug in shadows w/ alpha cutout
Support importing MeshLOD into InstancedMeshFilter
Fix getting player auth token after steamworks SDK upgrade
Fix embrasure instanced rendering missing. add instanced rendering to large box
Fix a super weird issue affecting rendering
[Squash] Native editor JumpList support, JumpList content, minor editor tweaks
Use ComputeBuffer.BeginWrite() when in 2021, fallback to ComputeBuffer.SetData() in 2019 (mainly for the editor)
Update global_networked_bases/2021
Disable work shop skin applying since MeshRenderers are removed
cl_list_project is ordered, shows active & type
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Some initial work for 2D edge styles
Separator light variant
Segmented control widget
https://files.facepunch.com/alexguthrie/1b0511b1/sbox-dev_SglhcDRI9f.mp4
StartScreen sorting
StartScreen search filter
ToRelativeTimeString adjustments: "just now" for <30 minutes, "recently" for <6 hours
Cleaned away the black haloing around the ripple fx texture atlas.
Scene backup & related mats.
Fix foundation floor not showing
Merged the valve mesh to oiljack_arm for animation
merge from experimental - RC
Implement removing mesh (again)
Update virtualMeshId when allocating larger section for a grid