255,416 Commits over 3,990 Days - 2.67cph!
cherrypicking skin_bundles
Convert angles to radians for Set Float (Per Particle) so degrees can be used in editor
Possible crash fix after dripsy changes
Fix crash when previewing blend2d node and model recompiles
█▄▄▅▉▆▉█▆▉ ▍▉▆▋ █▋▋ ▅▋▌▊▄▊▇ █▍▉▄▇▍▋▆▌▉ ▆▌█▋▄▌▇▇█ ▇▍ ▆▄▇ ▊▄▆█▅ ▉▉ ██▋▋'▊ ▊▉▄▇ ▌▊ ▋▋▉▉▆▄ ▄▍█▇▊▇▇▅ (▍▆ ▇▇▊▇ ▄▆▍▋█ ▋▍█▅ ▌▆▄█ ▇▉▆ ▋▅▌▅█ ▆▅▅▋, ▅▇▊▋ █▅ ▋▊▉▉█▌ ▋▄█▅ ▊▋ ▊▅▉ ▌▄▉▊█▆█▉▌▌)
Added brew.consume sound event and fix compile error
Added BaseBuff, DamageBuff, SpeedBuff and StealthBuff and have a networked list of active buffs
Add ConsumeSound to BrewItem
Add BreweryUpgrade and icons for each brew
Add BrewItem, HealthBrewItem, SpeedBrewItem, StealthBrewItem, DamageBrewItem stubs
When player presses PrimaryAttack with a brew selected, consume it
Better implementation for hiding model particles
Updated Tag Map + Fixed Hotspot worldscale
Update sbox-voxels submodule
Added Impact Grenade item, shop listing and weapon
Added VoxelWorld.GetBlocksInRadius
Added water trace to projectiles, some more optimizations to traces / height testing
Merge from experimental (Unity 2020.3.34f1)
Fixed visual bug at end of loading screen
Fixed possible exception when loading a stage twice
Backup 2022/06/06 12:50:00 UTC
Added from and to optional arguments to Entity.GetSequenceGroundSpeed
Make the Workshop Subscriptions settings button a different color so hopefully its more noticeable
Train/wagons source backup
Reenable constant buffers until I fix AMD driver bug
Revert shaders to be compatible with cbuffers
Flag that shaders should be compiled with cbuffers until amd fix
Make wind deacceleration popup
Move wind entity to C# & make wind work on particles
Default to follow state when first tamed.
Squashed merge structured transform buffers
Cleanup
Use precision padding to make up for low precision upload to GPU, fix instancing padding on vr_lighting
Allow usage of VS_INPUT in geometry shaders
Add new shaders with new transform slot sequence strategy
Adjustments, refactoring, cleanups and new strategy to bind transform buffers
Rename BindTransformTextureAndInstanceIDBuffer to something friendlier
Use thread safe allocations for transforms, fix transform alignment
Temp disable multiview instancing combo to speed up compiles
remove F_UNLIT and F_DISABLE_TONE_MAPPING from Complex, unlikely to help
Trim complex a bit more
Yank the internal includes out of foliage shader, make it work in our API
Make Water compile with our new API, optimize it, have more accurate reflectance constant
Add USE_CUSTOM_SHADING flag to skip default combos
Make ToMaterialMultiblend compatible with our new API
Object compile of base shaders with structured buffers working as intended 🙏
Use MSAA friendly discard for foliage, cleanup
Object files for base addon shaders
No need for a mutex on AllocateTransforms
Don't make a test DayCycleController and then blame Louis
Update sbox-voxels
Add defuser icon, sounds and added purchsable Defuser weapon
Add test cw_give_item command
Add BuildingMaterialType.Explosives
merge from SprayTranslationFix
Add [HammerEntity] and [Title] to DayCycleController
merge from server_blocking
wooden crate - adjusted lod3 to reduce pop
Default material preview back to plane
No need for a mutex on AllocateTransforms
Use MSAA friendly discard for foliage, cleanup
Object files for base addon shaders
Trainyard terrain sculpting splat/topology painting
Yank the internal includes out of foliage shader, make it work in our API
Make Water compile with our new API, optimize it, have more accurate reflectance constant
Add USE_CUSTOM_SHADING flag to skip default combos
Make ToMaterialMultiblend compatible with our new API
Object compile of base shaders with structured buffers working as intended 🙏
Backup 2022/06/06 06:50:00 UTC
Static versions of metal shopfront, external wall gates, ice walls and ladder hatch frames
Moved recent static assets to appropriate directory