241,448 Commits over 3,867 Days - 2.60cph!
Add particle package type
Add Asset.UploadVideo
Add particle package type
Video upload api
Fix thumbs not applying to new models
Disable instanced rendering on concrete barricade & sandbag (they have skins)
Added ReflectionMask property to the "Environment Properties" asset to adjust the layers that are included in reflections
Make sure fast hotload related error reports are grouped correctly
Failing test reproducing #1087
Added fluorescent sound buzz when enabled.
Editor console filter (#1085)
https://files.facepunch.com/alexguthrie/1b1911b1/sbox-dev_ULtfmHPA94.png
Flare color fix that got messed up in a Unity crash.
Merge from shader-improvements/merge
New rendersystemvulkan & vfx_vulkan
RenderTools::Draw handle input layout variation better
Tag rendersystem for Sentry
Use compute shader for bloom on Vulkan & fix uav barriers
::lerp fix for FXC, couple of double layer define fixes
Invalid shader handle checks in CVideoPlayerProvider::PresentYUV420Texture
New PerViewLightingConstantBufferVr_t for Vulkan, remove unused and realign, stop using structs in a cbuffer :x
Lightbinner doesn't need all this dynamic shit, max lights is compiled into shaders
Split lightbinner into legacy and new paths, strip loads of shit that Sam pinky promises me is unused
added copious amounts of bird shit to roof_metal_panels_hs blend
made procedural bird shit generator - will add overlays/decals from this shortly
Let -fast disable vfx_vulkan optimizations
Forgot to add the flare to the on state.
On/off functions
Temp file cleanup
WeaponRack lighting rework.
Basic console filtering
Highlight matches
https://files.facepunch.com/alexguthrie/1b0911b1/sbox-dev_RpdUULtu5w.mp4
Also apply filter to logger name
Switch to using filter terms (list of keywords separated by spaces)
Use stringbuilder instead of regex for highlighting
Use .Any instead of .All when checking filter terms
Do filter highlighting in 2 steps to prevent HTML tag contamination
Cleanup
Move filter inline
Delete template.shader_c no longer needed. shader_editor.vmat can just use complex, this is just the material to show while shadergraph preview is compiling
Added reflection.forceupdate convar to quickly update world reflections even if stationary
Remove old "windmill_main" model from windmill
Move language cvar over to managed, add more languages
Language list matches Steam's fully supported language list (see https://partner.steamgames.com/doc/store/localization/languages under "Full Platform Supported Languages")
Enable GPU instancing on windmill material
Use total scale of mesh instead of only localScale of renderer gameobject
Server-side chunks are only modified if they have collision
Build meshes for chunks closest to players first
ISdf3D logging
Fixed being unable to deploy boogie boards or inner tubes in the ocean (SocketMod_InWater fix)
Throw exception when trying to create an entity in the game menu
Cherry picked
78436 => Possible fix for vehicle window shader bug
Fixed Cliff_LOD shader pragmas
Fixed deployed boom boxes failing to reconnect to a valid station after an unsuccesful reconnection attempt
Cherry picked:
83457 Fixed deferred decal lighting
83538 Added fresnel-style emission fade option to "Rust/Standard"
Merge from ferry_terminal
Cherry picked
83381 Fixed post-merge bug causing overall lightness to increase
83382 Fixed post-merge bug grey box around inventory playermodel
83383 Fixed subtle faceted lighting in player preview
83385 Cherry picked
83367 and repplied to new backend
USP Pistol now includes RMR in bodygroups
https://files.facepunch.com/rickgreeve/sbox_o1K0nzrqPM.mp4
Cherry picked
83356 => Removed unused and broken dependencies from RustStandardShaderGUI
Better handling of failed uploads, failed manifest pushing
Clean asset path before checking manifest
Fix file uploads not checking size
Stop the push interact option appearing while a player is on board the tugboat (this makes pushing impossible as being on the outside is now considered too far to push, will likely need revision)
Fix CRC generation of uploads
telephone box and bait box source files
Added an anim curve to remap turn pose average
Updated sleeping bag behaviour to request updated map positions if a bag is parented to a moving object, not just if it's a camper
Largely untested, needs more deployable work to verify
Rebase fix for new shadergraph path
Cherry picked
83070 from diversuit => Added fresnel-style emission fade option to "Rust/Standard"
New rendersystemvulkan & vfx_vulkan
RenderTools::Draw handle input layout variation better
Tag rendersystem for Sentry
Use compute shader for bloom on Vulkan & fix uav barriers
::lerp fix for FXC, couple of double layer define fixes
[?] Fix water on vulkan (moves the water??)
[pick] Invalid shader handle checks in CVideoPlayerProvider::PresentYUV420Texture
New PerViewLightingConstantBufferVr_t for Vulkan, remove unused and realign, stop using structs in a cbuffer :x
Lightbinner doesn't need all this dynamic shit, max lights is compiled into shaders
Split lightbinner into legacy and new paths, strip loads of shit that Sam pinky promises me is unused
Compiled spv shaders
Add turn pose lerp speed and maxaverge functionality
merge from main -> global_networked_bases