255,879 Commits over 3,990 Days - 2.67cph!
Automatically remember the last saved entity data in the editor per player. Keep this saved data for the next entity place until the type has changed.
updated train_wagons_gibs scene
Added gibs for the ore wagon, updated prefab
piss. fix DrawMaterialIcon -> DrawIcon
Add category count / filters to tools console widget so people can see they have errors and easily see them
https://files.facepunch.com/matt/1b2911b1/sbox_neEB3rhcQI.png
Set the shadow proxies of large structures in excavator to the world layer to ensure proper cubemap shadow rendering
Gave the compound wall its own detail mask, edited materials
further tweaks to stairs_ladders and material
New Outfit Piece - Tactical Helmet!
Very exciting new head piece! Tactical Helmet! LODs to come ASAP.
https://files.facepunch.com/daniel/1b2911b1/Photoshop_lfRUolHqEX.png
Set the shadow proxies of large structures in compound to the world layer to ensure proper cubemap shadow rendering
Backup 2022/06/29 10:50:00 UTC
Made terrain splats less glossy
Add Alpha Test to voxel.vmat
Register voxel model in OnNewModel
Updated shrines to register/unregister as a voxel model. And remove old compiled pixel material
Added ChunkLightMap.GetLightAsVector. Add VoxelWorld.Register/UnregisterVoxelModel (this will update VoxelLight scene object attribute on chunk changes.)
Handle DrawText, MeasureText with empty text
ClassProperty, StructProperty - update title properly
GameResource promises
Clear the event loop on shutdown
Adding some ambient stings
Soundscape supports stings
https://files.facepunch.com/garry/bafaabae-bda6-405e-80ea-655db2618bb7.mp4
Remove pixel material shader. Add voxel model shader. Update voxel model shader to be more like the voxel shader. Updated stone_block.vmat to use voxel model shader.
Added HudMenuInput support for input fields
Merge from cui_improvements
Add hudMenuInput support for InputFields (should be used instead of NeedsKeyboard if an input field is displayed while the inventory/crafting panel is open)
Set sequence cycle zero time only on first update
Update from repository
Includes skin icon fix and text vertical overflow
Backup 2022/06/29 04:50:00 UTC
Revert an assert fix in CSequenceUpdateNode, don't know what the assert is but this fix is fucking up animations (viewmodel deploy)
Don't allow punching when dead
Catch a couple of NREs that would come up in RustText and fonts when building manifest
- Loot wagon WIP.
- New loot crate prefabs for the loot wagon.
Use proper input & output icons
Prefab furnace UI for both small & large furnace
Prevent building ramp and cylinder prefabs
Prevent movement sphere, ramp, and cylinder prefabs
Extra wood & cloth tiled cubes
Rough implementation of lewis's beautiful smelting gui
Prefabed the baseoven ui
Fixed shadow proxy for comms_tower
Added normals & spec to existing tiled materials
Wagon ore amount is now variable, not always full. Fixed 'fixcars' not always filling wagons correctly.
mesh all sides of wall preview
Don't simulate current tool if we're driving the camera