248,647 Commits over 3,928 Days - 2.64cph!
Change toast cooldown from 15m -> 5m
Add toast to variable zoom scope
- will prompt you on hotkeys to zoom up and down
- will stop showing once you click the button 5x
Battering ram audio minor change
Updated Game and Menu scenes
New HD logo that fits the rest of the UI
Chatbox + OnOffSwitch tweaks
Update: Removing PCH use from Core
MSBuild does not expose PCH for Linux target, and we don't really need it
Use multi-bounce ambient occlusion
Feathering goes outer rather than center, allow to have inner (negative) feathering again, fixes light leaks in maps
SQRTRoughness was correct behavior for sampling envmaps
merge from fix_telephone_grid -> main
Fix telephone using the numbered grid instead of letter grid
Update: ServerProfiler.Core separates platform specific code
Required for Linux support - still figuring out how to organize msbuild projects
Tests: took spanshot in Editor's Craggy, and did a couple start-stops of playing to ensure no errors
Fixed methods being renamed OnDiedByPlayer
Update: Split into Core + DLL
- Also added an empty linux project
- Separated out platform specific code into WinDLL
Tests: ran in unity couple times
testing setup for fitting marching cubes to mesh
Various fixes about the colour buffer not being resized or copied correctly
Put debug spew behind convar
Shader tweaks
Not perfect yet, but definitely a step in the right direction
https://files.facepunch.com/alexguthrie/1b1211b1/NVIDIA_Overlay_J85xCR3e3b.mp4
Citizen/animgraph: added 'static_pose' int parameter — set to '1' to display the A-pose but with open eyes. To be used when rendering item thumbnails.
New high-res cursors that fit the UI
Added a fresh OnKilled() method inside BaseNetworkable which is actually called OnKilled()
Added first pass jungle ruin floor kit. Updated assets gym with jungle ruin kits.
Rename Entity profiler back to OnKilled()
merge from main -> fix_telephone_grid
Replace BaseCombatEntity::OnKilled() with BaseCombatEntity::OnDied()
Since when you Kill an entity OnKilled isnt called, its only called on Die() so its way less confusing to be actually named that
Arena 4 Upload meta
https://sbox.game/facepunch/c_courtyard
-Battering Ram wheels now steer the correct way
-Battering Ram wheels rotate via Quaternions
Arena 4 finishing touches
https://files.facepunch.com/louie/1b1211b1/sbox-dev_FLUVRvGaeQ.jpg
https://files.facepunch.com/louie/1b1211b1/sbox-dev_JgO9Y8soQG.jpg
Have scientist try to guess your current location based on where they saw you last
Remove old DecibelsSlider and fix typo in the new one
Horses: removed the velocityDelta thing when applying forward forces, feels better when moving from gallop to canter after releasing shift
Test special case with upgrading any / all connected to nop nodes
Implemented Version 9 upgrader
Contest meta description + can upload image
Improve handling of RenderAttribute overrides/additions in Draw APIs
Attributes passed to CommandList.DrawX and Graphics.DrawX now correctly merge with the "global" (CommandList.Attributes / Graphics.Attributes) attribute set.
Replaced existing usages of Attributes.MergeTo, the existing usage could lead to defaults overriding more specific values.
e.g. `Scene.RenderAttributes.MergeTo( camera.Attributes )` would potentially overwrite attributes in camera.Attributes with attributes from Scene.RenderAttribute we want it the other way around though.
Fixed DrawModelInstanced using blacklisted Memory type as parameter.
Remove leftover comment
Only reset Batch Publish Org if currently set to local
Check asset directly along with references assets when checking differences in Batch Publish. Resolves Facepunch/sbox-issues#7151
Improve handling of RenderAttribute overrides/additions in Draw APIs
Attributes passed to CommandList.DrawX and Graphics.DrawX now correctly merge with the "global" (CommandList.Attributes / Graphics.Attributes) attribute set.
Replaced existing usages of Attributes.MergeTo, the existing usage could lead to defaults overriding more specific values.
e.g. `Scene.RenderAttributes.MergeTo( camera.Attributes )` would potentially overwrite attributes in camera.Attributes with attributes from Scene.RenderAttribute we want it the other way around though.
Fixed DrawModelInstanced using blacklisted Memory type as parameter.
Update ballista icon
Changed siege weapon items selection panel
Fixed ballista ModularCarAudio.StopTyreAudio NRE
Added a fallback blit in cases where TAA is invalid
Added the RustTAA shader to the Always Included shaders list
Use Widget.Hidden for ControlSheetRow conditional visibility, avoids flicker on populate
Add filename to inspector.
Only show save preset button if there's a filename specified.
Potential NRE fixes.
Fixed catapult fire interaction available when looking at the wheels
Added SiegeWeaponVehicleAudio, inherits from from GroundVehicleAudio
Updated BatteringRamVehicleAudio
Added wheel audio to all siege weapons
Skybox material preview
https://files.facepunch.com/matt/1b1211b1/sbox-dev_M57SmAq1uF.png
Add SceneRenderingWidget
Render clothing from a scene
Update all clothing icons