255,160 Commits over 3,990 Days - 2.66cph!
Delta snapshot improvements. Fixed a bug where it was possible for a snapshot ack to be ignored - should fix a rare and difficult to reproduce bug where sync vars can become stuck
Material.FromShader uses path and not just name - allows shaders of same name in different folders
Forward the Hurt call from entity to entityComponent
Enable grass displacement by default in all preset levels
Bunch of preset/defaults tweaks for more consistency with previous settings.
- Ballista Gibs missing material fix
Re-add shadows quality slider (removed by mistake previously).
Include shadow quality slider in presets and defaults.
PackageVersion / FileVersion 2.4.1
Update README.md (build badge fix)
Host should periodically update the ping value of PlayerData (Fixes Facepunch/sbox-deathmatch#74)
merge from viewmodel_camera_clipping
When running commands from command line, enclose args in quotes so they aren't split again by spaces internally (Fixes Facepunch/sbox-issues#7388)
merge from gingerbread_building_skin_fix
merge from Medieval_Barricade_Unique_Desc
merge from Medieval_Barricade
Shadow cascades preset tweak
Print in console when client connects/disconnects
Add player count to DedicatedStatus
Add extra info to snapshot analytic
Rename SceneNetworkSystem.LoadScene to LoadSceneBroadcast
Remove Nav_WaitBuild, make it a LoadingTask instead - there's no reason this should be special
Fix fov in settings not working
Leaderboard backup, run #
16901
Updated knight items to not overlap ids with lunar new year content
Manifest update, seems to resolve triangle floor hatch issue locally
Deleted the combined reload clip for crossbow
Made a new one from the fbx with custom start/end frames
Fixes CompareApproximately errors when loading the crossbow/building the manifest
Manually remove broken transitions from the vm crossbow anim controller, stops missing PPtr errors
Merge from steamworks_161 (updated other dlls)
Other files pulled from steam, if that even works
Fixed a bunch of issues with chassis visual on siege weapons, causing them to run twice in some cases
And to never shut off when stationary
Updated steam_api for server which is in a different path for some reason
Subtract
110734, needs more investigation
Orientation fuckaroo & fx offsets
Add a Model component to all siege weapons, should now generate the required strings to stop StringPool warnings
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Various high explosive stuff
Fixed battering ram door server gib missing material
Add Normals.hlsl, with fallback if no depthnormals are available, add Bindless::GetTexture2DMS
Battering ram can now damage the Vehicle and Deployed layers
When hitting a vehicle, add some forces and show the vehicle collision effect
Did a bit of refactoring to have a generic method that returns a BaseVehicle collision effect
Pass MSAA value from pipeline, make DepthNormals a dynamic combo instead of a mode, conditional
toolchest wip prop
+ adjusted metal_details mats