244,636 Commits over 3,898 Days - 2.61cph!
Converted locker to all convex colliders.
Converted Furnace to all convex colliders.
Converted fridge to all convex colliders. Collider now also includes the door area, since the deployed fridge door is always closed.
First pass on parachute falling faster and becoming harder to control as it takes damage
Converted Chair to all convex colliders. Fixed chair collision not quite matching chair scale.
vfx_vulkan: compile rtx shaders as lib_6_4 targeting vulkan 1.2 environment
Enable DirectXShaderCompiler validation for raytracing shaders
Shader defines for VFX_PROGRAM_RTX
IMaterialMode::GetRayTraceShader
vfx support RaytracingAccelerationStructure
Fix SamplerComparisonState not mapping to the right enum
Can create RENDER_RAYTRACING_SHADER
Setup "RayTrace" mode when the render hardware supports it
Update the players wear container capacity if loading a save from an earlier version
Merge from airpatch_media
Add some temporary LODs to the parachute so it renders from a distance
Increase hits required to take down a parachute - now around 15 rifle shots
Increase size of parachute hitbox and fixed some misaligned boxes
Add RootPanel.RenderManual, this gives more flexibility to where UI is rendered, to texture for example
Seal up ScenePanelObject
Converted campfire to all convex colliders.
Merge Main -> Experimental
Fixed debug.spawnparachutetester not working after slot change
Merge ConvexDeployables -> Main
Fixed BBQ collision always acting like the lid is open (very old bug)
Merge from hab_lighting_fx. Hot Air balloon lighting and FX update.
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Converted BBQ to all convex colliders.
Mearge from parachute/wear_slot
Merge Main -> Experimental
Fixed RMB firing attack heli rockets when not in gunner view
updated textures to fix a small issue
Add loading spinner and no completions note
Add leaderboards to map pages
Add heaven difficulty
Small fixes.
LightEX checkpoint.
Stand drop position tweak
Updated drop positions for weapon racks
Ditch all previous water code, continue fresh from water-shadingmodel branch but without inline tracing for reflections
Modify default styling to better match text, set dirty in OnLayout to re-render when size changes
Run texture fetching async, don't save anything if we failed to fetch icon
Update global_networked_bases/2021
v_mp5: improved ironsights entry/exit additive animations + anim-driven pose has 200ms blend (from 350)
https://files.facepunch.com/maxlebled/1b2111b1/2023-08-21%2018-04-13.mp4
Fix NRE in ServerDll.UpdateServerDetails if playing locally, my bad
added lods and updated viewmodel
updated textures and set sizes
setup basic world and viewmodel prefab