249,778 Commits over 3,959 Days - 2.63cph!
enabled damage layer on all siege tower materials with detailLayer
Timer no longer displays in hub levels
UI cleanup
Fix dialogue not set errors in intro area
Buildfix: added missing namespace qualifier
Tests: none, trivial change
Stop NRE on clearing feed
Get admin panel stats instance properly
adding damaged materials for the ram shell
Bugfix: resolve location of asset bundles when running standalone perf test
- Also symlinking server bundles instead of client, for now
Tests: ran the LoadProcTest, no more logs of failing to open bundles
ram bucket texture upres - 1k feels a tad lowres for a focal point object
fixed incorrect material definition on battering ram rear door LOD2
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merge from creativemode_io_text
Change facepunch.sandbox test to facepunch.walker
Only show the creative mode text when a pending wire is active
added ability to alter carve radius while carving with shift+scroll (can also use the convar directly) for quicker large changes and finer control
Adjusted finishline
Widemode for cameraintro
Sort leaderboard correctly
Hide items on platform runs
Fix missing logo on intro
Move to tutorial after intro
Move map icons to /ui
Update .sboxproj
Disable package tests that don't have code archives (garry.testbed, carsonk.voip_roulette)
Lets handle package startup errors a bit better, shutdown properly, popup an error
icreased grid resolution further
Added a creative mode text in the IO hud UI when wiring stuff with creativemode.unlimitedio enabled
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Added placeholder damage and damage script to catapult
Merge: from main
Tests: none (big merge, going to fix any issues in follow up commits)
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Remove rigidbodies from menu-main scene
merge from teslacoil_tweaks
Reduced tesla coil power usage by increasing their damage so they need less power to kill (35 power -> 25 power)
Filter out .dll when downloading packages
Compile and load code on package download
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Fixed battering ram door wheels culling, set to isDynamic
Merge from hackweek_car_radio
Rename the radio socket gameobject names to lower case to possibly fix pooling mismatch
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView
Forward+ Decals
* Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too)
* Tiled culling checks decals within each tiles frustum
* Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface
fixed entity bounds on ice sculpture
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meta changes on some collider meshes
Committing walkway changes to switch branch
merge from wolf-sound-tweaks
Create ssao.scene
Delete fluid simulation, this isn't going to work
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