244,596 Commits over 3,898 Days - 2.61cph!
Fixed depth-of-field sampling leakin/haloing focused edges into a blurred background
added homing missile
lods, textures and materials
Fix GameTask.source always being invalid in menu
Warn if a TaskSource is created in an invalid state
Would be good if I reflected all use of RequestAsync and not break everything, thank god for unit tests
Http.RequestAsync( string method, string requestUri ) changed to Http.RequestAsync( string requestUri, string method = "GET" ) to match all other methods
This is a breaking change, please update your code (I assume not many people are using this)
▋█▄ ▅▊▅
▉▊▆▋▅▄▌▇▋▄▅▆▊ ▅▄ ▉▇▆▇▋▊▍
/core/materials/dev/ vmat_c changes
Fix AmbiguousMatchException in string.ToType
TriggerTeleport: retain scale
Don't serialize forceAcceptAmmo no attack heli turret
Diamond plate tweak + blend
Pvc panel tint mask
Diamond plate blend textures
Warning for ambiguous GameResources
Gamepad Support Refactor (#1218)
- No manifest codegen
- Gamepads work again (including Steam Deck)
- Goes against what SteamInput is all about 😢
Rip out manifest codegen entirely
Remove Sandbox.Gamepad
Add Sandbox.GamepadCode
Add InputAction.DigitalAction which maps GamepadCode to something SteamInput can parse immediately
Refactor Input to grab action.DigitalAction
Fix up GetButtonOrigin and glyphs
Update manifest.vdf to use new actions
Only process input actions with a valid gamepad code
Remove Input.ActionSetName, Controller.GetDigitalActionOriginName( string, InputActionSetHandle_t )
Update default manifest again
Fixed controller actions not being reflected serverside
Only call SetScriptingDefineSymbols in BuildAssetBundles if current defines and target defines are different
merge from chinook_ground_fx_fix
▇▋▌▋█ ▆▇▊▆ ▌▇▊▌▄▉▄█_▇▆▍▍▊_▊▊▋█▍▍_▅▊▌ - ▌▆▍▆▄▍▅ ▄▊▌
Potential fix for composter fertilizer NRE
▇▅█▇▉ ██▊▍ ▄▍▄█▍▅▌▉▄▅▅▊▅▇▍▉▅▆▋▉▍▄▇█▌▉▍
▌▌▋▅▄ ▉▄▅▌▋▅▆▌██▆ ▅█▅▌▉▍▅▊█▉ ▇▅ ▆▅▊▄▄▌▅▌█▄ ▉▍▉▅▍▄▆▊ █▇▍▍▌▇
Leaderboard backup, run #5453
Moved parachute canopy visuals to client-side only GameObject
Move parachute world colliders to server side only GameObject
Fix start vertex of multidraw being incorrect
Some cleanup
Merge Main -> Experimental
Fixed tugboats not drifting if they had deployables or doors.
Tugboats now also check On state and don't drift if engine is on (though this was already very unlikely to ever happen).
Make steamID optional for clan score events
Nexus clan implementation updates for score events
Update FP.Nexus
Add clan score related things
Fix limit value for get clan log not being passed to API
Added an information panel to the inventory that displays whether a blueprint is already unlocked, can be unlocked or cannot be unlocked
Merge Main -> Experimental
If boats are blocked from drifting, boatdriftinfo convar will now tell us why
Show draw call count with multidraw in perf 7 properly
Move the temp manually assigning of computebuffers every frame above the loop that skips values
Fix mutlidraw count not being reset when new meshes are added
Ensure that non-multidraw instanced rendering still works to compare & see what is broken
Add all other mesh data to buffers & ensure they are assigned inside the shader: all uvs, normals, tangents, colors
Ensure all buffers are diposed
Merge Main -> Experimental
Attack heli: Fixed gunner interaction being possible from driver seat
Reduced attack heli turret upward gun movement range, due to barrel clipping for some weapons
Update RanksPage.razor.scss
Add ranks page listing the top 50 players