243,476 Commits over 3,898 Days - 2.60cph!
Support for renaming inputs / outputs of custom nodes
Hinge limits and friction
Slider joint
Add BreakForce and BreakTorque to base joint (izabu needs to support joint breaking now)
Spring joint
Fixed joint
Don't get joint properties from the joint, they wont exist until scene starts
Add a button to reset the paint preview camera angle
Add a button to toggle the preview light on/off so you can see things without glare
Added dynamic GC buffer cap to settings and clientvar.
Fixed missing connections on creating custom nodes
Prefab reserialize for Unity 2021
merge from qol_industrial_more_colors
merge from qol_heli_crate_remodel
merge from qol_keybind_search
BoolControlWidget support custom icons
Add descriptions to tooltips on ControlSheet
Don't try to load local packages when joining server
Fix potentially adding null NativeMemoryBlock to pool
merge from Legacy_Furnace
Fixed furnace deployment on construction
Fixed storage adapter deployment
Fixed removing UI elements after creating a custom node
Fix up old example action graphs
Fix node positions in new custom graphs
GameObject inspector header cleanup
Moving folder from sbox_props to props
updated references in vmdl files
merge from DisableNonMovingItems
subtracting
90200 - server compile errors
merge from qol_f8_server_version
merge from optimize_team_update
merge from qol_hbhf_dialog
merge from Twitch_Rivals_IV
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Leaderboard backup, run #7612
Add proper eraser tool
Some bug fixes for the new UI
First pass on base building help
Moved some vars, increased SLEEP_CHECK_FREQUENCY to 20 seconds
Add some more highlights in the crafting menu if an item is required by the current mission
Periodic raycast check to reactivate kinematic dropped items if needed
Material::Init initializes TextureCoords too
Update new shader template
Make sure it still works with 0-4
Change `ent setgrade {radius}` to work with `brick`, `brutalist`, etc instead of 0-4
Remove stereo multiview instancing from debug menu
Add Texture.Update<T>( ReadOnlySpan<T> data ) & Texture2DBuilder.WithData<T>( ReadOnlySpan<T> data )
Stop using PixelInput for everything (#1336)
* PS_InitFinalCombiner( PS_INPUT ) -> PS_InitFinalCombiner() so it works without COMMON_PS_INPUT_DEFINED - this is just for default values anyway
PS_CommonTransformNormal should be wrapped in COMMON_PS_INPUT_DEFINED too
* Material shading API can be used without common PixelInput
Internals rewritten to remove reliance on a commonly defined PixelInput
instead every function just takes what it needs.
The only public methods you may have been using were changed like so:
```diff
- float3 TransformNormal( const PixelInput i, float3 vNormalTs )
+ float3 TransformNormal( float3 vNormalTs, float3 vGeometricNormalWs, float3 vTangentUWs, float3 vTangentVWs )
- float3 NormalWorldToTangent( PS_INPUT i, float3 vNormalWs )
+ float3 NormalWorldToTangent( float3 vNormalWs, float3 vGeometricNormalWs, float3 vTangentUWs, float3 vTangentVWs )
```
Material::From( PixelInput ... ), ShadingModelStandard::Shade( PixelInput ... )
stil exist but are wrapped in ifdef COMMON_PS_INPUT_DEFINED, so only work
with the common PixelInput include.
Material::Init() added to initialize a Material with default values
Geometric normals are now distinctive from normals in Material too, this
is important for the lighting model: https://files.facepunch.com/matt/1b1711b1/beforeafter.png
And a lot of tool vis modes were fixed too.
* Material.AmbientOcclusion float3 -> float
First pass on overhauling the help away from a full screen input blocking modal into a side of screen popup
Uses new TriggerTutorialPrompt volumes to pop up a specific text/image/video combo based on the players position as well as current mission and stage
Updated the first mission with new trigger volumes
Replaced a few keywords with runtime branching (75% reduction in variants)
Add InputField & code to allow you to search keybinds in options menu
Add padding to the bottom of keybinds so the search bar doesn't move around while typing