243,444 Commits over 3,898 Days - 2.60cph!
merge from Twitch_Rivals_IV
trophy_2023 do prepare + manifest
Copy Component/Paste Values/Paste As New
Undo Support
Use EditLog
Merge pull request #60 from Facepunch/copy-paste-components
Copy Component/Paste Values/Paste As New
merge from fix_dropped_container_name
merge from rustplus_enabled_wording
merge from fix_map_compass_visible
merge from bandage_revive
Merge ServerSideRagdolls -> Aux2
Leaderboard backup, run #7708
Add support for 2d blend tree, copied over aimOffset layer
Set some newer layers off until we properly enable/disable them at runtime
Update hand hold blend trees
Add left/right hand hold layers
Slight change to buoyancy shouldSleep rule
Make sure that boats which have been made kinematic by the buoyancy system wake up when their engine is started
Added Tools/Optimize/ItemModEntities with Planners/Update All and Find All, turns out the new held entity behaviour on every item that uses an ItemModEntity and a planner
Add a ray check like DroppedItem has
Add color picker tool
Fix gap between slider and textbox
Fix 3D paintables (egg suit) not painting in the right position
simd cell triangle vertices up front
Use the same kind of kinematic disabling system on ragdolls as I recently implements for dropped items. Allows parented ragdolls on moving objects to sleep.
Heightfield shape collision (collide directly with heightmap values to save memory and construction time) https://files.facepunch.com/layla/1b2711b1/sbox-dev_te9aXdBHk6.mp4
Finalize things, fix misc warnings, fix SSR and enable directional lightmaps
Add unified Subsurface Scattering support for skin shadiing, previously every light type implemented this differently causing shading differences, now baked lights show this correctly too
https://files.facepunch.com/sam/1b2711b1/k5L2Punaav.png
Readd SetShadowCascadeResolution and SetShadowCascadeDistance as stub obsolte methods to not break existing games
Added playerOnlyEntity field to ItemModEntity, prevents HeldEntities being created until the item is actually in a players inventory
Enabled on medical syringe for now for testing
Fix lightcookie support, add support for colors on indexed lights with lightcookies, remove lightcookie index from lightbinner.hlsl, just pass the transform
https://files.facepunch.com/sam/1b2711b1/zTwJgEDa7N.jpg
Spawn HeldEntities with `limitNetworking=true` so they don't spam network updates around world origin when the item is first created / split
Merge from reduce_warning_spam (editor only)
Remove the states with a period in their name in UI.Inventory.SelectedItem
Comment out the ContextMenu_ConvertPrefab menu item so it doesn't spam menu item warnings
Comment out most of the editor utilities in TmPro.EditorUtilities
Rename Tiled Light Builder to Tiled Light Culling, do fixes for the new system and shrink tiles to 32x32 from 48x48, allowing us to just take a single fetch from depth buffer for GPU culling tests
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Merge main -> ServerSideRagdolls
Applied new lighting/fx to desk.
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merge from DisableNonMovingItem
merge from fix_sprinkler_waste_water
merge from fix_server_save_ownerid
Citizen/animgraph: expanded landing animations (new crouching & movement-specific behaviours), + big improvements to blending out of landing
Add descriptions for particle scenes
Make particle sequence time multi-component, so we can have direct set and/or time scale
ComponentSheet groups are nicer, folding
Particle CollisionIgnore works
Particle SheetSequence group
Shader uses new helper classes
Add Sheet class for shaders
Add Depth class
Add Fog api
Helpers
TTT: added Turkish Language (#2028)
Send TcpChannel in a thread, so it doesn't lock up the unit tests
Add Widget.UpdatesEnabled - which to be honest is fucking useless but it's there for completeness