254,385 Commits over 3,990 Days - 2.66cph!
HtmlEncode code-generated descriptions (so it can convert &, etc..)
Setup vehicle pusher in front of vendor - shunts cars away
Backport new SceneSystemWellKnownTextureObjectID_t textures
Backport LightProbe from main, remove debug stuff (we handle it our own debug vis )
Add ability to drag and drop decal materials into the scene (https://files.facepunch.com/devultj/1b1011b1/sbox-dev_3sOvpxNACW.mp4)
Add ability to grab underlying shader name from Material
Whitelist System.Private.CoreLib/System.Type.GetTypeCode( System.Type )
TypeCode is already whitelisted, so no need to do that too here.
Update DepthOfField.cs
FocalDistance approaching zero was causing a numeric issue and assert.
Don't serialize ResourceVersion to GameResources (resolves sbox-issues/issues/5440)
Move Recent Scenes into its own section between Save All and Quit
Fixed "not enough space" deploy problem
Add Recent Scenes to File Menu (https://files.facepunch.com/devultj/1b1011b1/yyrxhZZSIa.png)
Pool table correct deploy mesh
Recompile decal shader, lighting was fucked (https://files.facepunch.com/devultj/1b1011b1/mhPZ645aj0.jpg)
vm sks - fix for long ironsight lerp when sprinting
Check for !IsProxy rather than IsOwner
Add BaseInteractable.FreezeMotion( bool ), more docs
Interpolate player pouch held transform
Pool table item name/description
Watching you / eyes on you gesture
Leaderboard backup, run #
11658
Update the hit vector when passing through to a ball, or else it's always just the up normal of the table
Shadergraph: Add world space to tangent space to TransformNormal node
Add Mesh.UvDensity, needs to be calculated for texture streaming
Calculate uv density for scene meshes
Hits near - but not actually touching - the balls now still move them. Makes spear-pool much easier. Something still not quite working right here though.
Pool ball physical interaction work
Zeroed out run bob amounts on sks viewmodel, fixes inconsistent weapon height when sprinting
Notify the viewmodel that the player has jumped immediately, don't wait for the player to become not grounded
Added a jumped trigger so that we can leave the land anim early if the player has already jumped again
Split 3p gestures into individual fbx anims
Added player avatar mask for referencing entire bones in anim clips
Fixed unharvestable 'ghost' trees, making sure killed trees are not added back to the LODGrid
Fixed prefab ID shenanigans
Compression updates to vm anims
Recreated the pool ball entity structure. Ball 1 is now the base prefab, all others variants
Split vm crude gestures into individual fbx files.
Various anim tweaks - scaled down middle fingers a bit
Tests for a standalone LOD baker using the UnwrapBaker system
merge hackweek_combat_playground -> aux2
Better colliders so the holes aren't blocked