243,379 Commits over 3,898 Days - 2.60cph!
Combine all bone pos data into one parent ScraptableObject as it was getting out of hand with all the mounted poses. Refactoring etc.
Merge from backpacks -> aux2
Update hazmat and 2023 trophy id's
Re-run codegen after merge
Fix ItemIcon.cs compile error after refactor of input keys on item move to an enum
Merge from main -> backpacks
Add LightSupportsTimeSlicedRendering and filter directional lights out of it, fixes cascades being fucked on hammer
correct path for box sound component
tweak
regular white and green bus variants
Sound Box component + scene
merge from qol_increase_amber_light_distance
merge from fix_oil_rig_radiation_alarm
merge from fix_radiation_bypassing_armor
Fix .sndscape assets not being added to __references
tweaks and polish
fixed wrong mat for cover on bus distant lods
Kickstool sbox files
updated mesh and materials, all LODs added, collision updated
box shape in soundscape scene
texture sizes
plugging some holes in the mesh
debug_sunshadow_vis is gone, update all_shaders with what's actually there
hatchet entity - removed offsets, set to use prop bone instead of hand
melee holdtype - set new player mask
CI: Use git checkout to remove stashed changes, shouldn't error if there are no changes to save & drop
Fix typo on cloth shading combos
Remove references to removed files in shaders
Pass skycolor of multiple lights to renderer, works with multiple lights, fixes skycolor attribute doing nothing, while it'd be nice to just pass envmap diffuse lighting for ambients right now it'd break some workflows
Fix ActionGraphs breaking on full hotload
Fixed some nodes not invalidating on hotload
made a new 2handed explosive override controller and linked it to explosive timed entity prefab
Fix ActionGraph instance upgraders not getting added
Fix possible type mismatch when upgrading ActionGraph delegates
First pass at handling ActionGraph instances during hotload
Nuked Rust/Standard-Indexed shader set
Reduced Rust/Standard further down to ~0.04% variants compared to main (broke global rendering and mirrors for now)
exported/setup 2handed explosive player update anims and made a new holdtype for it
exported player update rifle anims after idle pose change and updated the lr300 holdtype override controller
Increase culling distance of amber light from 65m -> 150m (this light is only seen on oilrig & excavator)
Increased LOD settings of light to prevent it going lowest LOD until 120m away
exported player update 1handed explosive animation set and linked to holdtype grenade override controller
Added failing test for hotloading ActionGraph delegates
Rename Sandbox.Test/ActionJigs to Sandbox.Test/ActionGraphs
If in editor then mount source2/cloud in the gamemenu
Load resources from the correct filesystem in GameMenu
Play radiation alarm once the radiation value is above the threshold instead of at the threshold (meaning radiation > 0)
Add essential system types to TypeLibrary (#1365)
* Add some essential System.* types to TypeLibrary
* Fixed TypeLibrary.GetType<T>()
* System type tests
* Simplify reflection in NodeLibrary
* Filter methods available to ActionGraph
* Add PropertyDescription.IsIndexer