241,481 Commits over 3,867 Days - 2.60cph!
Melee weapon adaptation WIP
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Fix Time.Now / Time.Delta not being updated properly C# side in PostBotTick
Merge branch 'master' of github.com:Facepunch/sbox
merge from auth_ticket_fix
Cut out the old loading screen
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New rendersystemvulkan & vfx_vulkan
Shader resource v2 has dxbc and spirv blocks, if a block doesn't exist will use a fallback shader
[hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts
GetShaderFullPath: remove shader replacements and legacy prefix substitutes
Minor shader fixes where DXC is more strict about you being stupid
Compiled core shader resources with DX11 & Vulkan blocks
Compiled base shaders
Max network write rate is higher for 2D chunks
Limit chunk update rate over the network
Include shader includes in package
Menu citizen looks at mouse
Fix sboxgame/issues/issues/3394
Get ripples on new water shader
Log some more info when #1027 occurs
When uploading a menu whitelist, pull in references of the wildcarded assets and add them to the whitelist too
Just display server name and player counts in co-op for now
Pass in video ext from managed so we can check that for input format
Updated all scientist AI designs to now have a % chance per tick of continuing to move to chase position in Chase state when the player is LOS, instead of just stopping when LOS and switching to combat state.
Scientists now also run attack tick in chase state.
Failing test for when lambda signatures change
Warn on lambda signature change, replace with error-throwing delegate
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Fixed hole end camera not setting new hole position, would always go back to hole 1
RedirectFileSystem can resolve full filenames properly
Fix Game.Audio not available in menu
Fix videoplayer not playing video files (this isn't the correct fix, we should pass in the relative filename and check the extension on that)
Include member and instance path in hotload error reports
Updated scientist AI designs to enter combat state not takecover when initially attacked
Game -> MinigolfGame, use Input Actions, use new event names
InstancedRenderer will take into account if the mesh wants to recieve shadows, cast shadows & light probe usage
Shadows moved from MeshRenderer -> DrawMeshInstancedIndirect()
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Display player counts in co-op card
Secondary hover gradient for cards
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merge from building_skins_3
Image loader creates textures for multiple frames if they exist. Whitelist gif and webp. Swap out texture handles for the current frame. https://files.facepunch.com/layla/1b0711b1/sbox-dev_rCZwXFIzD1.mp4
More work on main menu navigation, breadcrumbs, page transitions, footer content
enabled forceVisible flag on SC skin RendererLODs
Added rendererbatch components where it made sense
Animate campaign leaderboard height too
UI textures load as they're going to be used, rather than loading everything in the stylesheet
Plug into our shadingmodel
Hard code low/med/high cbuffers
Add depth prepass, hardcode some more tree cbuffers
Fix border-image not drawing if background unset
Support videos as background-image etc
Add Texture.LastUsed - the number of frames since last used
Texture has a ParentObject (so they can keep things like VideoPlayer from being garbage collected)
Add IWeakInteropHandle to interopsystem, so c++ can reference c# objects that can get garbage collected
VideoPlayer implement IWeakInteropHandle
Add Debug/Full Garbage Collection
VideoTextureLoader is weak, will let videos get garbage collected
Remove Styles.TextBackgroundImage (not used)
Move MainMenu into Menus/
Search for active lobbies in co-op panel
Styling tweaks
Force IsNewPlayer to false for now
Added LODComponent.OccludeeParameters.ForceVisible to disable occlusion culling entirely for a renderer
fix player shadow
vector upgrade icons