243,047 Commits over 3,898 Days - 2.60cph!
Ability to change work axis
https://files.facepunch.com/louie/1b0411b1/2024-01-04%2012-49-22.mp4
Fixed UpdateInputOutputs regression
IActionGraph.TryGetInputParameter, AddInputParameter extension methods
Support for adding optional input parameters to graphs implementing delegates
Update citizen with per-vertex curvature and update materials to match new shader changes
https://i.imgur.com/Dt9X3Vv.mp4
Put CubemapFog and Tonemapping in Post Processing category
Menu close the game properly
Add Game.Close() - properly clears launch params
Fixed not loading the startup scene fallback when loading a project
Only mount projects in editor mode
Fix not always finding the map from a map package
Fix StartupResources being filled with duplicates
Show Launch With Map.. option
Use map launch startup scene
Align impact decals correctly instead of accounting for the 90 degree offset bug
Fix error spam from sound emitter
Fixed decals projecting down instead of forward
Disable Rust birthday items (confetti and pinata)
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Can use HideInEditor to hide components in component selector
Fixed play toggle not working while focused on the game
You'll probably need to bind this manually, so if it still doesn't work for you, type "bind F5 play_toggle" in console
MenuPanel.Open oipens in the right place
Start using webpanel for modals
Game doesn't try to put cursor into UI mode if the game isn't playing
Update SceneCamera from Component as part of the render
More clean up and break placing for now to use prefabs instead of resource
Leaderboard backup, run #8620
Fix map loading stripping off path
Reduce shader compile spam (add -robot)
MapCollider's physics body will resolve to component
Fix NRE in scene trace filter
Added liquidcontainer.debugAmounts convar that throws some Ddraw text up to communicate what is happening during water transfers
Added liquidcontainer.ClearAllLiquidInContainers convar that clears all liquid, server wide
Both are editor only, I added them while debugging an issue. Couldn't find the issue but they might be useful in future
Fix smart switch not calculating passthrough properly after receiving inputs from it's turn on/off slots (same issue as regular switch, just needed to be applied here as well)
Fixed a case where water pumps wouldn't transfer water when connected to a water barrel via a combiner
MeshTerrainRoot implements IClientComponent
Model renderer resets body groups to models default mesh group mask on model change
Retrieve terrain type as a float, seems to fix terrain type errors
Fix directional lights dissapearing after going away a wee bit from origin, set up a bounding box that's big enough to enclose the whole universe
Merge from tutorial_island
Added an editor tool under Tools/Materials/Spawn All Materials that spawns a quad for every material in the project at 0,0,0 in the world
Running the game in play mode and then looking at the quads seems to trigger Unity's material update process, saving the project after leaving play mode generates 1724 material changes
I won't commit the material changes here since main is locked down, but we should be able to run this next week to hopefully resolve the constant material spam when checking in
Don't try to normalize a black texel for hue/saturation shift on baked light cookies, fixes NaN when using cookies on baked lights
Fixed UI raycast issues in the upper portion of the inventory
CSceneSunLightObject doesnt exist anymore
Add transmission debug view
Fix subsurface scattering shadowing, let transmissive mask be computed at lighting level, unify transmissive terms from skin and whatever else, should fix transmission in non-shadowd lights as well
https://i.imgur.com/3h3yvhH.png
Update skin shader
Box select, Search, Collection and some other stuff I forgot
https://files.facepunch.com/louie/1b0311b1/2024-01-03%2018-45-15.mp4
Add GameObject.IsRoot, GameObject.Root
Simulate UI in main tick, rather than during output