243,143 Commits over 3,898 Days - 2.60cph!
render shadows in firstperson
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Citizen/animgraph: added Skid_C to complement the 1D blend
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Fix Terrain.RayIntersects not working when ray starts outside of heightfield bounds
lightpost update - remove spotlights that were integrated in favor of in prefab spotlights
Add property to ModelRenderer to configure shadow rendering https://files.facepunch.com/devultj/1b1811b1/sbox_DopEMn3tD5.mp4
harbor_1 and 2 layout changes continued
Pass tags to envmap probes in prep for having control over them
Make sure to pass tags to light SceneObjects
Noclip control
Toggle with "B"
Give SceneCameras created by CameraComponent a name (derived from its GameObject)
Citizen/animgraph: added wish-based flailing & directional lean to skid, and converted the 2D x/y blend to a 1D move_direction blend to ensure the transition between directions look proper regardless of speed
https://files.facepunch.com/maxlebled/1b1811b1/2023-12-18%2013-46-47.mp4
More difference between hovered and unhovered gizmo controls
HeaderBar supports LeftCenter, RightCenter
Add Editor.Shortcut class
Move editortool mode to headerbar
Fixed black cream material on gingerbread tunnel entrances
Add faster way to cast ray against heightfield for Terrain.RayIntersects
Move CodeGenerator to Sandbox.System
CodeGen: Set MemberIdent on wrapped properties
Rewrite to [ConCmd] [ConVar], use new codegen, make scene games able to use them
Load fonts from scene games filesystem too
Log when can't find font, should help some people debug
TransformControlWidget: Non-uniform scaling
Leaderboard backup, run #8212
Leaderboard backup, run #8210
Fixed a few alt look issues
Cleanup
Added an AltLookAt with a weight value to SingleBoneAim
Exposed angle limits on AimSpine and SingleBone
Fix incorrect alt weighting
Ragdoll preprocess to match new pose
Adjusted initial arm rotation for server-side ragdolls. Makes them less prone to t-pose
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Added profiling for PlayerCorpse SleepCheck
First pass on alt look support, added a new alt look at option to the single bone aim constraint with an alt look weight so we can blend nicely between alt looking and regular looking
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Update Facepunch.BoneJobs, better runtime editing of values
Refactors, better runtime editing
Fixed memory leak
Make steam item asset
Can now create SteamInventoryItem via right click create menu in "Create/Rust/Skins"
Moved ItemSkin into the above folder (for reference, create an ItemSkin when creating a skin for something, create a SteamInventoryItem for a generic inventory item)
Only do ragdoll kinematic sleep if parented or in water
Fixed animator states not being reset to default when disabling the animator, leading to drifitng bones after multiple uses (unity pls)
Hook up animators
Swap LodGroups for RendererLOD
Disable shadows on Lod2 and Lod3
Enable GPU instancing on new materials
Add Decay components
Adjust prevent building volume
Merge main -> RagdollImprovedInactive
Fixed christmas stockings not getting killed when the wall they are attached to is destroyed
Fix cooldown not running for correct time
Depth bias the position/scale gizmos
Set the transform after creating a sceneobject - because non uniform scale doesn't get applied via the create method yet
Add EditorTool
Add Gizmo.IsCtrlPressed etc
Add Gizmo.Snap( vector )
Add Gizmo.Settings.SnapToGrid
SceneToolbar has grid snapping
PositionEditorTool supports grid snapping and shift drag to duplicate
Fix panel transition timing
Add Vector3.Inverse
Transform.NormalToLocal, PointToLocal, NormalToWorld use non uniform scale properly
Hitbox converts ray to local properly when picking bbox and models
Use new CitizenAnimationHelper