241,470 Commits over 3,867 Days - 2.60cph!
Fixed instancing on many shaders; tidy up shader code a bit
Applied FX & lighting to the main prefab.
Iterations.
Add ByteStream ref struct, use it for Lobby network messages
VR: Move high-resolution menu rendering behind IsHighQualityVR property on RootPanel
Added roof_metal_panels multiple rust blends
copper + iron oxide blends
Tug exhaust FX
Lighting prefab tweaks
exported updated diverstorch admire animation
Fixed #1092
Include a change summary during ILHotload errors
Fixed paths to members in hotload sentry reports
VR: Only wait for present if we have a valid swapchain handle
UI: Save default render target when iterating through layer stacks
Better warnings when mesh renderers aren't matched up
Use `GameManager.client.FindPrefab()` instead of `GameObjectRef.Get()` when disabling render components to avoid editing the real prefab
Fixed deferred decals disappearing when camera enters their volume
Fix pistol creating wrong ViewModel type, should fix camera anim problems
Tugboat lighting&volume prefab.
Scene backup
Compiled core/base shaders spv only
road connection improvements and blendmap tweaks for bus stop
Don't return from Lobby.Join until we're inside
Add IGameMenu.QueryLobbiesAsync
Use VP9 with YUVA420P to encode with alpha
Replaced unreliable ShadeSH* calls with our own AmbientLighting
ferry drawbridge - plugged some mesh holes
removed the incline ladder from ferry drawbridge
New rendersystemvulkan & vfx_vulkan
[hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts
Tag rendersystem for Sentry
Use compute shader for bloom on Vulkan & fix uav barriers
[?] My last few questionable shader fixes I need to go over
Recompile all core shaders (spv only)
Compiled base shaders (spirv only)
[breaking change?] Pack light type in extra light data and make it all align in 128 bits for dxc
[?] Fix water on vulkan
This should be the proper fix for extra light data, add padding to struct for Vulkan only so we don't break DX11
Messy code, but need to test if the alignment works first
Latest core shaders (spirv only oops) with hopefully correct light cbuffer padding
Make sure we're compiling DXBC + SPIRV (unless opted out)
Revert all that shit, it aligns just fine in the first place 😵💫😵💫😵💫
upgrade icon floater instead of name
exported divertorch admire animation and applied to diver_torch.anim.controller
rope hook model and prefab
Pass the players model state as well as flags when evaluating which bone position data to pick
Added climbing, ducking and swimming
Fixed eye transform missing on new ragdoll, causing death cam to not move with ragdoll
Adjusted eye transform slightly so that it doesn't clip through geometry as much (is still clipping a bit, needs some work)
▆▇██ ▆▄▄ ▍███ ▄█▆▋▆ ▍▉▅█▄▌▇▊
spitter movement change, etc
rename boomerang to return
boomerang
boomerang self hurt upgrade
no reqs upgrade
upgrade floaters and random
Merge from main/shader-improvements/merge/aux2merge/final/final2/final2 (2)/new folder
Implemented a fixed offset to the sleeper pose to fix the incorrect rotation. Why do sleepers need this but no other poses do?
Latest core shaders (spirv only oops) with hopefully correct light cbuffer padding
Make sure we're compiling DXBC + SPIRV (unless opted out)
LobbyManager
Fix main menu lobbies not initializing game data
Removed unused and broken dependencies from RustStandardShaderGUI
PlayerBonePositionDataEditor inspector - put the button at the top.
Add video thumb rendering to asset preview to test https://files.facepunch.com/layla/1b1411b1/test.mp4
Passing an invalid timestamp will use incremental frame count as the pts
tweaked rope ladder type 1 to blend from a capsule trigger into a box up top so we don't catch players into it when walking overhangs
fixed warehouse doors culling too soon
Expose video recorder to managed