256,437 Commits over 4,018 Days - 2.66cph!
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cherrypicking
109219 Fix wolves not fleeing when damaged when their target is inside a safe zone
Remove r_use_fullsort_for_opaque, we always depth prepass
Add FillMode render state override on scene layers
Remove this hidden dynamic objects stencil
mat_wireframe doesn't use ToolsWireframe but overrides renderstate on standard forward pass, this should obsolete the mode
merge from giveitemfailed_toast_fix
merge from legacy_shelter_description_change
merge from voiceprops_itemstore
merge from hackweek_car_radio
added additive mode for tools that puts ice back - only on the ice pick right now for testing
WIP scene that tests navlinks
removed shield blocking condition on the transition from idle to shield melee attack anim on the handshield layer in player animator to get the melee attack animation to play correctly
initial smoothing from water splashes
- can't splash with sprinklers (too high amount requirement)
fixed pivot points on construction meshes
new merge from /main and /indirect_instancing
Merge: from main
Tests: none
Potential fix for 1683 - may be a scuffed way of doing it. Two instances of Sandbox.Game can exist - store members of Commands from both, invoke / set those members when ConVars change. Allows [ConVar] and [ConCmd] in Sandbox.Game to function properly when in a game
Prevent scientists from magically knowing where you are and homing on you
They now have to use their senses, guess and search methodically
Allowing them to be surprised, baited and flanked
Fix scientists seeing through opaque tarp
[interop] Don't create handle stuff in static functions
Don't init VR if we're a console app
Don't print vulkan device info if we're a console app
Remove unused
Unused
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Drop IL verification since we compile every assembly from source on clients now
Leaderboard backup, run #
15989
Move AnimationUtil to an editor only namespace
Merge from primitive/prop_offset
Applied to high caliber revolver as well
Cleanup, moved most logic into a new Facepunch.Utility.AnimationUtil class (GetClipFromFBX, GetLocalPositionFromClip, GetLocalRotationFromClip)
More progress, created a process to extract a generic animation curve from a humanoid animation to sample at any given point at edit time
Involves duplicating the asset, converting it, sampling it and then deleting it so it's not fast, but at least it works and we shouldn't need to do this on many entities
XMasLight shader: replace BaseEmission with MinEmission, hardcode off mode as 0
XMasLight shader: use BaseEmission as minimum brightness in animation, and add animation curve
Fixed fish traps not working after a server restart if they were loaded with bait before the server saves
Remove disabled boombox model in car radio store preview prefab
Manifest rebuild
Add namespace_name to antlr grammar so that we can do "type Class::Function()" definition instead of defining all in class itself, we should just let it accept any HLSL
Be able to fetch all light information with Light::Count() and Light::From(), while doing all optimization from tiled lighting etc
Move light.hlsl to common/classes/Light.hlsl, start unfucking it, make it have same structure as everything else
Remove nSrcMipLevels and nDstMipLevels from CopyTexture and CopyFromVolumeTexture, they're not used in vulkan. Obsolete Graphics.CopyTexture with srcMipLevels and dstMipLevels, use the one without