243,889 Commits over 3,898 Days - 2.61cph!
Merge from tutorial_island/foliage
Reduced garbage gen in RefreshLightState to zero
legacy benelli (spaghelli) shotgun
viewmodel and worldmodel with lods
initial prefabs setup
Heli wreckage & related files.
Fixed smoothness inconsistencies in all the rock_formation_small materials.
merge from main -> hackweek_backpacks_2
Second tunnel entrance progress / LODs/ collision /prefab changes
Set occupationOver of backpack to back
Cherrypick "prevent parenting"
Reassign entityPrefab of backpack wearable
Change default volume from `1` to `0`
Rename `itemVolume` to `volume` as unity is confused after changing default value
Source, detection and UI basics.
Recycle shadow depth texture if requested atlas is of same size, remove code for unused mask texture
Hammer uses same shadow atlas as everything else
Don't add hulls and meshes to aggregate if they fail to build (old data)
Native -> managed VR system, call managed WaitGetPoses inside VrPostPresent
Render & submit serially + native submit test
Use managed VR system checks in some native code
Splat updates for 8 channels.
Scene org & heightmap polish.
Fixed targetID being jumpy/jittery
Clean ups
Fix targetID being jumpy
player manager cleanups
Merged pull request
Add sequential parameter to net.Read/WriteTable
Add sequential parameter to net.Read/WriteTable (#1866)
* Add sequential parameter to net.Read/WriteTable
* Break instead of return
* Update net.lua
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Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
Fixed check for if this is first time assembly is enrolled
Call TriggerRegisterEvent before OnHotloadSuccess
This makes sure that TypeLibrary knows about the new assembly before
things like EntityManager.OnHotloaded() get called.
Fixed check for if this is first time assembly is enrolled
Call TriggerRegisterEvent before OnHotloadSuccess
This makes sure that TypeLibrary knows about the new assembly before
things like EntityManager.OnHotloaded() get called.
Add PhysicsBody.AddShape() which takes a Hull and transforms it
Fix leaked resources when CSwapChainDx11 is resized
Before: https://files.facepunch.com/matt/1b1711b1/Taskmgr_mvUnDuMcc1.png
After: https://files.facepunch.com/matt/1b1711b1/Taskmgr_fd19SDW3Xa.png
CSwapChainVulkan also flushes scratch rendertargets on resize
New Outfit Piece! - Chef's Skull Cap
https://files.facepunch.com/daniel/1b1711b1/R8fCJOhbSd.jpg
LODs coming ASAP
Fix scene saving not using the extension
Initial states wip.
Held entities can now block sprinting.
Reduce movement speed and block sprinting when in sweetspot detection state.
Initial UI setup/prefab/boilerplate code.
Add SceneModel.AnimationGraph
exported new player crouch set of unarmed anims
Add some [Range] attributes
Don't hit gizmo hitbox if too close
FloatControlWidget observes [Range] attributes, creates a slider
https://files.facepunch.com/garry/64940736-605c-4d7f-a7f7-5d20c1427fa2.png
Added console command to set player health, food and hydration.
skinning knife
viewmodel and world model / lods
materials and textures
initial prefab setup
Fixed spawnmenu cursor position resetting in certain cases
Reworked killicon library
Updated language files
Update string.lua
Rework killicon library
New argument for killicon.GetSize - bool dontEqualizeHeight, set to true to return the actual height of a killicon
killicon.Add can now use .pngs
Added killicon.AddTexCoord - subrect killicons on a single texture (Community Contribution)
Added killicon.Render - draws the killicon without weird vertical offsets, also has dontEqualizeHeight argument to draw unscaled killicon
Changed base gamemode deathnotice to use killicon.Render to have better killicon alignment
UV support for killicons (#1158)
* UV support for killicons
* Update killicon.lua
Change UV material argument to path
Change UV coordinate arguments to pixel values
Fix improper sizes for UV icons
* Changed name to killicon.AddTexCoord
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Co-authored-by: AwfulRanger <AwfulRanger@users.noreply.github.com>
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Attempt at fixing contacts Graphics.CopyTexture error
exported new player rifle run and crouch animations
Add Gradient type, editor, tests
https://files.facepunch.com/garry/de833785-fe3d-4cc9-b27a-035df8705130.png
Added hide sash convar. Will work on alive players and corpses.
Leaderboard backup, run #6730
Rads are now disabled whilst in god mode. Refillvitals now removes rads.
Basic initial item/prefabs setup
Improve look hit detection for custom weapon racks