254,390 Commits over 3,990 Days - 2.66cph!
merge from harbor_tweaks_4_cargoship
Leaderboard backup, run #
10324
Use 'obj is IList' instead of the earlier, longer version
Merge from harbor_tweaks_4_cargoship
Spawn containers when the ship docks (temp)
Containers don't save (temp)
Added a second dynamic crane to harbor_1 so it can reach more of the ship
Don't spawn containers if there is already a container there (there will probably be more save/load issues but this should stop the worst of it for initial testing)
Remove all my temporary rowboat seat clip debugging. Hopefully rowboat dismounts are now solved
Cherrypick copying harmony to build directory
Pure reflection approach to load 0Harmony.dll, create Harmony instances & patch methods
Clear list when using GetList in the pool
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Exclude 0Harmony from the build
Cherrypick disable assembly validation again
Cherrypick harmony 2.3 again
Fix copying of dlls to builds
Don't bother with writing cubemap normalization right now (in fact disable it for now!), reuse previous mip so that we have more quality with less samples
Assert isn't valid anymore in ComputeImageViews since we can pass a cube array
Update HarmonyHook.cs to work in editor (because unity wants absolute path)
Update Rust.Harmony.Loader.dll
Ensured cargo only docks once
Set default dock time to 8 minutes
Set better stopping location on harbor 1
Smooth cargo ship docking rotation
Created bone objects on skinned model renderer update on model reload and model change
Cargo dock time now uses convar
Debug docking now set as a replicated var
Removed cargo docking from harbor 2
Ensured harbor 1 and 2 now have boat access
Fix cube orientation when copying, do texture per envmap probe instead of a singleton array, this will cause headaches with multiple envmaps intersecting but makes it much simpler
Added temp colliders to all harbor_1 grounds prefabs
Add info on a collider name to the IsSeatClipping error
Fixed editor-only list check in Pool.Free
Harbor crane / finished LOD0 geometry
Basic textures and materials using packed mask setup / still very WIP
Fix asset browser not finding files on T and U drives
Resolves sbox-issues/issues/4560
sks vm prefab & test base rig file wip
Allow for single sliced cubemap array, needed to be able to render an independent texture in the renderer since it expects a TextureCubeArray, also allow TSPEC_CUBE_CAN_SAMPLE_AS_ARRAY if we want UAV
Also fix a problem where CTextureManagerVulkan::GetImageView wouldn't work with a cubemap array as a rwtexture2darray in compute shaders
In editor only, throw an exception if Pool.GetList is going to return a list that isn't empty.
Ensured approach nodes list is initialised
Added second harbor to test scene
Added docking path to harbor 2
CargoShip now supports multiple harbor paths registered
merge from ping_estimate -> aux2
Fix compile error from random namespaces at top of `PingEstimator.cs`
ShaderGraph: Fix ScreenPosition.XY incorrect component count
Merge from main -> harmony2
merge from ping_estimation -> aux2
Sprite shader flips with uv sign
Add SpriteRenderer FlipHorizontal and FlipVertical
ModelPhysics recreates physics on active model change, fixes some props not initializing physics when created in code
Fix all sounds being downmixed to mono
Add ping results to server & client analytics