242,059 Commits over 3,867 Days - 2.61cph!
Fix music player spectrum returning 512 samples when only 256 is being used
Baseline, added new prefabs and placeholder assets
Remove remainder of CPU-driven code for cubemaps, rename indooroutdoorlevel to just renderpriority
code cleanup, improve comments
Stop sounds on sound asset reload
Failing test for expression graph using async
Use a dummy Signal type for all signal parameters
subtracting
96655 - reduced SAR aimcone and tightened up fire animation
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Set the chat input field character limit to 128, as we truncate messages to this length before sending them
Layout change missed moving these two files
Fixed long chat messages disappearing while being typed (disabled rect mask culling)
Achievement system progress
merge from external_holdtobuild
Disable frustum shadow map culling using volume cullers, the view we render for the shadow is already doing frustum culling so I'm not fully sure if this is doing anything, on CS2 it seems to only be used for barn light shadows anyway ( And with an explicit illumination bounds OOB )? Fixes shadow flickering on props
Fixed FSD-overrun-toy physics mesh & Reduced its size
WIP net channel processing time limits
Adjusted shelves top collider to allow vertical barrel placement on the upper shelf
merge from qol_auth_friends_tc
merge from fix_enqueue_pings_nre
merge from electricity_power_fixes/2/doorcontroller/
merge from oilrig_exploit_fix
Automatically hook up input -> output signal for new expression graphs
Fix version 7 upgrader
Fix expression subgraphs
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vm sks fixes - corrected camera offset & hand cllipping during deploy
VR: Don't submit or wait for poses if the headset is in standby (prevents editor stalling when headset goes idle)
Shapshot -> Snapshot in loading screen ( Fixes Facepunch/sbox-issues#5439 ) 😂
Code dump for interactables, secondary grab points, smooth damp
Fixed ice throne colliders
Holographic sight
also added to weapons with a top rail
https://files.facepunch.com/rickgreeve/g60QQcweyh.jpg
Some clearer documentation
vm sks - fix for firing anims snapping & slow lerps into ironsght
Interpolation v2 (#1516)
* Test
* Clean up - use TransformInterpolate class
* Can't modify transform if we're a network object root and a proxy - we must stay true to network transform target
* Hook up Interpolation enable/disable from Inspector. When Owner calls ClearInterpolation, set a bit on the update msg to have other clients do so as well. Hook up Network.Interpolation and Enable/DisableInterpolation() on the accessor.
* Fix to allow interp property to be set by GameObjectHeader
* Serialize the interpolation bool with GameObject
* Combination of fixed update interpolator and networked interpolation buffer. Working nicely
* Some cleanup
* Some extra docs + let's call it Query to match the other class
* Use Time.Now
* Restore backward compat LerpTo
* Cull after, ensure move direct to last tx if query out of time but entries remaining
* Fix formatting
* Tiny tidyup
* Add InterpolationSystem (GameObjectSystem) - update GameTransform to Add/Remove GameObjects from this system as appropriate
* Actually enable it
* Add new Interpolation stage - the updates need to happen at the right point. Clear interpolation if interpolation isn't enabled and we receive a transform update
RPC Filter (#1549)
* Update documentation
* Add recipient filter struct, type, and Rpc.FilterOnly and Rpc.AllExcept methods
* Update documentation
* Change filtertype options
* Move to Connection.Filter. Can pass optional filter to Broadcast. Use this for Rpcs with current filter.
* More docs
* Same logic for static Rpcs
* Add single Connection overloads
* this can be made private
* Fix ambigious docs
* Inverse logic (doh!)
* Use hasvalue etc
* Some fixes
* Remove duplicate docs
* Better docs
* RPC in log for consistency
* Add overloads for filtering RPC recipients based on a predicate
* FilterOnly -> FilterInclude. AllExcept -> FilterExclude. Only one RPC filter can be active at any time
* Add Rpc.Resume. This handles disabling and restoring filter if the Rpc.Caller is us before and after resuming. Use this everywhere.
* Restore the old filter here even if e.Resume() throws
* Early out / cut nesting
* Tidy up
Rotate unicycle in customise menu + input hints
Start work on achievement system
Fixed incorrect ShowBullet reload animation event configuration
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added toolgun to render scene
scale adam back to original mats
Adjusted double armored doors door controller socket positions
Increased garage door door controller deploy bounds size
Input / output signals can be synchronous or async
Got simple expression graphs working again, now with signals
split off higher res ammunition from media branch and added to individual ammunition folders
Fixed deploy volume physic layer
vm sks fixes - skinned missing bolt carrier part & mag lock
SKS serializedVersion meta files changes
merge from electricity_power_fixes/2/doorcontroller