244,451 Commits over 3,898 Days - 2.61cph!
Adjust inertia tensor based on the ratio of custom mass to computed mass
Shape AsSphere and AsCapsule
Remove shape creation from interface, used for getting hit point and normal from sweeps, should just have a function for it on interface
Set default light state to green
Another test map edit, adding a train
Train signals on my test map
Point lights for the signal lights, new Test FX debug optin
Merge from base_decor_dlc/poster
Add BackpackContents container type to LocalPlayerItemContainer
Reduce signal light mat brightness
Make aggregate physics library agnostic
Testing method for creating a decal in scene worlds
Add SwapChainSampleableDepth to gameinfo, we always want sampleable depth, fixes decals, light culling and reflections not working on Scene
Use Complex & Dynamic Reflections to relevant dev_metal_rough/dev_nonmetal_rough materials
Reenable r_tiled_rendering_depth_cull, r_tiled_rendering doesnt need to be fcvar_archive anymore
Implement some more annoying joint functions
Point & spot light components always use dynamic fog lighting mode
Add SceneLight.FogLighting
Force update volumetric fog clipmaps when fog volumes are dirty (e.g editor mode)
Field get / set, sort nodes better
Refactor to wrap scenes being edited in an EditorSession
mountain bike
source files
Get joint local and global frames
Get / set field nodes
Validation fix
Rocking chair now responds to gun fire. Chair now uses a spring to reset to upright.
Fix a warning
Warn if nodes are unreachable
Some missing documentation
Fixed a number of issues related to foam and world position reconstruction from depth maps
Null literals with implicit conversion to reference types
Control flow validation tweak
added metal_trim_galvanized
https://files.facepunch.com/jason/1b1211b1/Adobe_Substance_3D_Painter_dp8XGOdoUU.png
Touch found, touch persists and touch lost
Enable contact modification if touch persists is enabled
Allow contacts to be flagged as non solid so they get reported but not resolved (triggers)
Add VolumetricFogVolume component (doesn't work)
Cleanup
Change SceneCamera.VolumetricFog to a property
Update VolumetricFog automatically, before render
Remove GetMainCameraVolumetricFog (unused)
Render each eye into separate scratch targets and then blit into combined texture until I can figure out why this is broken
Merge from main -> backpacks
Allowed velocity to be preserved between swings. Adjusted dampening on rocking chair. Reduced maximum rock angle.
Add BaseComponent.GetComponent(s) accessors
Enable MultiSelect on SceneTree TreeView
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