244,611 Commits over 3,898 Days - 2.61cph!
replace some emoji, more card materials
replace more emoji
more card mats, replace relic emojis
Add Cornel Box with Fog for testing dynamic indirect fog lighting
Enable indirect lighting from IBL in volumetric fog shader, can be toggled with volume_fog_ibl_indirect
https://files.facepunch.com/sam/1b2711b1/PIwbCCNGYB.png
Fix MapInstance NRE, add breadcrumbs
Fix NRE in Package.FindAsync
SceneObject: If the model is bad, just use an error model
Nicer exception when __sync_SetValue exceptions
Ship with pdb's to our managed dlls
Fix NRE in SoundEvent.GetNextSound
Retry download after a HttpRequestException
Diagnose NRE in ProcessIncomingMessages
Fix NRE in TickSceneStats
Fix NRE in ReceiveMessagesOnChannel
Check there's an active scene when calling ISerializer on GameObject/Component
SerializerPacker wraps reader/writer and prints errors
Handle inability to save cookies
Protect against host being null when downloading network files
Keep a count of the number of hosts a lobby has had
Mark lobby as toxic if became owner while joining
LargeNetworkFiles output num files
Tweak JoinBestLobby logic
Don't show toxic lobbies
Fix RunDownloadQueue using wrong connection
Don't disconnect from own server and mark it as toxic!
Disconnect from active lobby if it becomes toxic
Fix open_asset crashing in non-tools
Don't show lobby cards for games marked as hidden (unless you're in that org)
Only show lobbies of the same game build
Another out of memory fatal error
Fix error when map couldn't be downloaded
Less simultaneous downloads
Add some high level sentry breadcrumbs
Fix possible NRE in network connect
Add commented out DSN for testing sentry un-rate-limited
Fix NRE in Prop
Add breadcrumb for failed downloads, let us diagnose why it's happening
Don't let OnNetworkSpawn errors break everything
Tweak how httpimages are loaded to make errors more obvious
Wrap RPC resume so things don't fall to bits if it errors
Fix NRE in Rigidbody.OnDisabledInternal
Validate descriptor bindings of a shader (for real this time, not in a dead method) - prevent crashing by not loading these invalid shaders
Tag map for sentry too (if launched with a map)
Fix WorldPanel NRE (if the underlying panel gets deleted, somehow)
Don't report TargetInvocationException, report its InnerException
Replace coroutine by invokes, pool the lists, also allow new montages to cancel currently playing one
Fix steam callback crash
Fix text cannot be empty exception
Remove Compiler.OnCompilePartialSuccess , don't load assemblies on compile fail, fixes BadImageFormatException
Promote task exceptions to errors, instead of warnings
Initial commit test
Make it not dumb
ToString override
Add name for debug
Output addr
Fix exception with no camera
Some error reporting breadcrumbs/tag for identifying game package
Breadcrumb pipeline creation to see what shaders crashing us
Running out of video and system memory is a fatal error
Leaderboard backup, run #
12751
Move all terrain attributes into 1 structured buffer, create a Terrain class any shader can use to provide things like Terrain::GetHeight( worldPos )
Use an AssetPicker for browsing terrain materials instead
Fix possible project startup NREs
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Material stacks and weapon crate stack asset setups
Add pedal trike to vehicle whitelist
Remove cooldown on resize so it's snappier
Added Multi-Select to Tiles List and supported MultiEdit in the Selected Tile Inspector.
Adding/Removing tiles no longer rebuilds entire list, only makes necessary changes. Also fixed a few NREs from previous commit
Can remove from selection when CTRL selecting in tile list
Can now MultiSelect from gizmos directly
https://files.facepunch.com/CarsonKompon/2024/July/26_20-12-InsidiousChinchilla.mp4
Can now create new tile even if tiles have yet to be generated. Will use current settings from Setup tab. Updated warning box text in Tiles tab to fit. Update inspector when adding first tile/removing last.
soft bush rustle sounds have faster falloff
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Use is valid checks in rigidbody
Fix index out of range accessing backing data collision attributes
Apply aggregate tags in C# instead of this massive inline bind function
Fix creating contest not working
Fix contest ratingbar guid always being the same
Don't show future contests
Contest list page
PhysicsGroupDescription grabs physics tags from aggregate backing data so they can be string token cached. This allows trace result tags to be valid because they'll be reversable by string token
Allow new wolf to deal damage and drop a corpse
Fix NRE in SceneNetworkSystem.OnLeave
Bullets should ignore "playerclip" instead of "player_clip"
Add ParticleTrailRenderer, TrailRenderer components
Add a margin to the right of component sheet, to accommodate the scrollbar
Merge from event_record_pool_increase -> main
Increase EventRecord pool size from default of 512 -> 16k
few more ui fixes, update tutorial welcome text
Adding/Removing tiles by clicking on gizmos are part of the undo stack
Tiles have their own Guid now. This does not get serialized and are assigned on load
Don't allow to box to resize into others. Prevent deselecting gizmo when resizing up-left
LabelTextEntry text now updates when property updates (if it was edited elsewhere)
Added "Selected Tile" section to Tileset Editor Inspector
Put Selected Tile section in an Expand Group so we can have ControlSheet groups within that are less confusing
Display [ReadOnly] Index in Selected Tile group
Removed TilesetResource.SheetRect and replaced it with two Vector2Ints (Position and Size).
Fixed can drag logic on Corners
Set collision attributes on map instance collision shapes, I missed this out when switching from native aggregate instances