244,551 Commits over 3,898 Days - 2.61cph!
Initial tests for static call wrap
Procedural cave piece tweaks
Removed well_a, b and c pieces from procedural caves since they cannot be climbed back up
Oog cubemap fog (#1288)
Cubemap fog properties on camera, C# env_cubemap_fog
Water catchers now fill much faster when raining, even faster in stormy weather
CubemapFogController struct to class
Internal cubemap write
Summaries
remove native cubemap fog
Added conversion operator from Delegate to ActionJig
Update cubemap fog in clientdll
More procedural cave piece prefab setup
GenerateDungeonBase / AIInformationZone NRE exception fixes when some stuff isn't set
Add cubemap fog properties to camera, write to attributes
Clean up groups.vgc, sbox_game.sln can be everything -thirdpartylibs
texturedictionary to materialsystem2
Added procedural cave generation to World Setup
Added TerrainPathConnect to procedural cave entrances
Added InfrastructureType.Cave
Initial socket setup for the cave pieces
Fix BBox not serializing to json right
Ensure Account.Memberships is not null, cleans up having to validate it everywhere
Groundwork for starting the game without connection to steam servers / our API
AssetBrowser: Only show cloud tab if we're connected
Add a hint to editor window title to dictate if we're in offline mode
UI: Replace content on Home/GameList with a hint if we're not connected to the Api
Reference Facepunch.ActionJigs
Serializing / deserializing action jig delegates
Fixed System.String not being whitelisted
Simple action jig serialization test
Refactor simple actionjig test
Initial sockets for procedural cave entrances
Removing old cave prefabs, disabling Scene2Prefab on old cave scenes
merge from player-heli-sound-polish
merge from HomingMissileLauncher
Merge from rail_network_link (to avoid merge conflicts later)
Better left / right connection in GenerateRailLayout
Leaderboard backup, run #6365
Added a ping for the kayak destination objective
Apply same restriction to global building blocks
Remove recreated entities from mapclass.native to keep track
Fixed trees spawned on tutorial islands getting globally broadcast
Reduced network group size of tutorial island for easier testing
Remove the whole toolobject system (finally)
Remove renderpipelinehelper
Remove toolscene_toolobject, this was only used when defining lighting rigs with toolobjects, we don't do this anymore
Manually create "toolobjects" in bake resource helper
Fix cubemap bounds
https://files.facepunch.com/garry/37a3a9bb-3225-4fde-aa65-f39b984b52ed.jpg
Don't show map controls on right of screen during tutorial
While in tutorial map is always zoomed and locked to player with grid turned off