254,394 Commits over 3,990 Days - 2.66cph!
Metal impacts with new atlases.
Add IsAttribute, add Rebuild
Don't throw exception on global stats
Leaderboard backup, run #9364
Update shatter_glass.scene
Add shatter glass example component, it can live here for now
Add hit shape to damage info
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Shitty api listing (don't worry, this will get better)
scene backup and S2P for testing
removing ground grass decal
Zipline platforms LODs, colliders and prefabs cleanup
Set damage position in player grabber shoot
Include hit location in DamageInfo
Fix NRE
Update packages
Update version
Fix assembly resolve
s&box release zip test
lut
Add ApplyLocalClothing component
Mock userinfo for local user when not in a network session
Add ClothingContainer.CreateFromJson( json )
Add ClothingContainer.CreateFromUser( )
Fix SceneViewWidget using main camera's rect
ModelPhysics gizmos sync to physics group
Make sure ModelPhysics always finds a root body to use as game object transform
NavMeshAgent.SetAgentPosition works
Add CharacterController.Bounciness
PhysicsWorld.Bodies only returns valid bodies
Manifest api should give more useful errors
Rewrite exception handler, try to ignore more c# exceptions
Leaderboard backup, run #9340
Cupertino: Managed Build Scripts
No need for nvpatch for non-windows targets
Cupertino: Add Makefile for VPC so we can actually build it without actually having vpc
Rename some IOSALL flags to just PLATFORM_APPLE, we always imply arm64
SDL_config doesnt always imply windows
Update gitignore
Physics based controller test, strip a bunch of previous code
New spark atlas to replace the old pixelated mess.
Scene backup.
Revert "Remove bloom effects layers ("QuarterResEffects"), nothing is really using it, can be better done outside managed if you really want it, was used for the cool HLA ghost effects, did a quarter res depth downsample that was never used"
This reverts commit f2ff2e24581df8b38093cce5717420957680fecd.
Revert "Remove bloom effects layers ("QuarterResEffects"), nothing is really using it, can be better done outside managed if you really want it, was used for the cool HLA ghost effects, did a quarter res depth downsample that was never used"
This reverts commit f2ff2e24581df8b38093cce5717420957680fecd.
Hash view ID to FindOrCreateFrameBufferScratchTexture as well to solve collision when we have multiple views with same resolution, eg with splitscreen
Fix dynamic reflections and AO in viewported views
Use `GetFinishRenderingViewsCounter()` instead of `GetFrameUpdateCounter()` for calculating pingponging for dynamic reflections, the second one increases when all views are rendered
Add a -parent-pid command line option to have the Rust server automatically quit when the given process ID exits
Actually catch and report crashes
Fix Asset.CompileIfNeededAsync() not failing early for assets that don't compile via asset system: maps, anim subgraphs and shaders
Fix bin/win64/vbsp.exe not finding .fgd files out of the box
Switch to using new backup endpoint
Fixed GameObject.Clone not following CloneConfig.StartEnabled, added test for it
Fixed joining servers forever (it has been a hard week)
https://files.facepunch.com/garry/a0695fad-3581-4fb4-bf8f-c014ba41f890.png
Fixed datapack_stats
Added util.IsRayIntersectingRay
Takes 4 positions (2 start/end pos), returns bool, float (dist1), float (dist2)
Remove engine.ServerFrameTime from menu state
No need for it there
Added NPC:GetIdealSequence
Don't save go id if it's a prefab (fixes sbox-issues/issues/4687)
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