244,571 Commits over 3,898 Days - 2.61cph!
More WIP and a tricky merge.
Give our shader programs debug names so we can see them in debugger/renderdoc
Geometry shaders still need access to VS_INPUT
Fixed T1 HAB armor door being included in the gibs
cherrypicked from decal fix
Shipping container fixes to triangle up / down roof pieces (better alignment)
Added decal gizmo icon for selection, visual guides for projection and texture orientation
Infer parameter types where possible
fixing several bugs
improved destruction gibs on frames and foundation steps
Fixed electrical switch on and off inputs not affecting the switch as expected and requiring rewiring after use
Applied the same fix to smart switches as it looks like they were copy+pasted from the ElectricSwitch component
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Leaderboard backup, run #6101
Log stack traces
Handle badly defined GameResource more gracefully
More cleanup, destroy all entities on the island
Remove islands from the active island list on the server and client
WIP cleanup after tutorial is finished
Added a PostServerLoad callback to MissionObjective, supports setting up any session specific behaviour set up in MissionStarted or ObjectiveStarted after a save is loaded
Copy GUID of DofExposer from main, unsure how this got changed
Merge from dof_exposer_improvements
Show depth of field values on camera readout if the dof exposer is active even if the dof convar is false
Change readout to "DOF=false" if dof is disabled
Added a start modal to prompt the player whether they want to start a tutorial
Fixed contacts button flickering after leaving the tutorial
Player can now end the tutorial and gets respawned back to the main island
See the ignore tutorial convars option on the rust editor tool
Fix armored door not being blocked by debris
Increased number of burstcloth bones in ghost costume
Aoproxy sceneobjects are children of their parents and inherit visibility - stops them lingering when entities are hidden
Increase building block trigger of debris so that wall debris will block building of floors attached to the same point
Moved tiled rendering buffers to lightbinner, where it should belong
Remove members that have long been deprecated, start adding support for structured buffer lights
Move all cbuffer stuff to legacy, standard will only have structured buffer path
Start implementing structured buffer lights data structure
Remove all code for calculating mixed shadows, that'll be all allocated in the main light shadow function, iterate structured buffers
Iterate on new lightbinner, let all shadows render through a single rendering path, disregard legacy for now
Tweaked alignment of rail connection nodes in train_tunnel_double_entrance_36m prefab
Increased the minimum distance between underground rail entrances
Trainyard spawn improvements
Add return button, when in-game use neutral colors because cant access actual team yet
Fix not correctly rebuilding .editor.dll when recompiling dependant game dll
GenerateRailLayout no longer ignores certain connection points, leading to intersecting rail
Try to place 2 underground rail entrances
Slightly better selection of underground rail entrance placement positions
Added a final blend layer to the entrance to simulate large scale AO and dirt
Some prefab tweaks
PathFinder uses better heuristic with and without diagonals
Fixed fishing village placement performance issue
cherry pick from /editor-decal-update-fix
v_mp5: use a Tag to disable run/sprint additive when needed (jump, airborne...)
Add GlobalEngineNamespace, move TypeLibrary into it so that we can access it from Sandbox.Game and Sandbox.UI
Added ProceduralMapRailSimple
Finished implementing delegate serialization
For delegates implemented with an ActionJig
Reduce serialized JSON a bit
Ambient occlusion proxies made by SceneSystem instead of entity system