248,651 Commits over 3,928 Days - 2.64cph!
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
merge from indirect_instancing
Add temporary debug error messages to diagnose the uninitialised component issue.
Male Head 02 & Female Body / Female_Head_01 and 02
Test for upgrading any / all nodes
Re-implement void task exception handling
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Make sure return values are actually returned
bumped render queue on hit guide up to avoid issues with disappearing inside sculpture at times
Merging new TAA implementation to main
merge from deluxe_christmas_lights_emission/xmas_light_uncrappification
Fix interop error
Fix disposed exception
Leaderboard backup, run #
16061
Only move nav mesh agent on transform change if the position actually changed - Fixes agents not moving correctly with skinned meshes with bone objects enabled, transform changed is getting thrashed
Resave template prefabs, some of them have missing materials
Remove long unused shit from pixelinput and vertexinput and clean it up
Convert world position to projected position on FinalizeVertex, don't like that these are opaque, let's see what we can do about it
Fixed ballista client loading issue
Fixed horse towing ropes not being destroyed when the joint breaks
Deleted test assets, added finished jacket, hat and trousers
Skinning, and .clothing files
Santa hat lods
Model attachments has a dispose, use it on model reload
Experiment with dark pie menu colors
Fixed ballista choppy 3rd person reloading
Horses equipment (armor, shoes, saddle) and speed mods
Add CookieContainer.TryGet<T>
Fixed NotImplementedException on the client when a ragdoll collides with something
Object menu filters out prefab assets that don't have a source file - some old compiled hammer prefabs are hanging around?
Fixed jittery movement when noclipping
SQRTRoughness was correct behavior for sampling envmaps
Use multi-bounce ambient occlusion
Feathering goes outer rather than center, allow to have inner (negative) feathering again, fixes light leaks in maps
Setup rotation through animation curve
Swap over to using Quaternions instead
Xmas menu background video
Renamed back to testbulb in case it is hardcoded somewhere or not updating with manifest or whatever.
Add roughness test scene, Compares if IBL GGX Filter matches reference
Ass rotate implementation. Setup anim events. Moved everything over to a Viewmodel script