239,357 Commits over 3,837 Days - 2.60cph!
Localized active boosts tooltip (teas)
Added LanguageSwitcher editor tool to switch current language in edit mode
Add budgeted queue for pathfinding requests
Added control point/ tangent editor tools to world spline inspector
Delta Snapshot Slots (#1660)
Hotload tests: log timings in descending duration
Hotload test benchmarking (1D/3D) (struct/interface) arrays
Hotload: Speed up struct array copying, support Rank > 1 arrays
Make sure #version gets passed properly in Package.FetchAsync
Raised entry bars
Moved lamppost backwards to give enough room for vendor/bradley to pass
Achievement api
User channel
Can add/remove/edit achievements
Fix spelling
Fix Package.FetchAsync not finding packages with slash or other formatting
set up anim event for 3p reload shells ejecting
Update .gitignore
Correct cup collision type
Added ziggurat blockouts with interior
I accidently deleted all these too liberally
Clean: fix 2 Pool obsolete warnings
Tests: none, trivial changes
Temp
Goodbye copmiled files
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coffeecup physics texture and mesh update
Merge branch 'main' of sbox-platformer
Merge: from main
- There's 2 new warnings for obsolete pool usage, will fix in next
Tests: Built all modes in editor
Have wolves clear their target after eating, as else they can hunt you down after finishing their food if you passed them while they were eating
Slide no longer takes full control over movement
Merge: from main
Tests: built all modes in editor
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Change output folder structure per Lewis' request
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Merge from main.
Reset this week's skin items scene materials to default.
Allow wolves to eat corpses and meat
Refactor targeting component to be budgeted and part of sense component, this fixes a bunch of issues where wolves would overcommit and ignore other threats closer to them
Increased the wallpaper spray can use distance from 3 to 5 meters
Various ground foliage tone/brightness tests for mesh+terrain consistency & contrast.
Fix release api exception
Smoothed biome temperature curves so that temp no longer briefly dips right before it starts to rise.
Update pull.yml
Release fix
Adjustments to aerial density for the new grading. Less hazy at a distance.
Lowered it at night too. Makes anti-gamma range a little better.
merge from ArmouredCockpitColliders
merge from CarLockLightFix
merge from spraycan_industrial_door_fix
merge from blockedby_toast_leakfix
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Fix Depth::GetLinear, be expressive about it for correctness before all, precompute these values later
Start fixing up dof https://files.facepunch.com/sam/1b2211b1/ombChoX97P.png
Iterate DoF
Smooth fade DoF from composite shader
Iterate dof, needs cleanup, almost perfect
Wave intrinsics to do early out for far dof
DoF2 Downsample with bias based on depth, cleanup
https://files.facepunch.com/sam/1b0211b1/sbox-dev_rXaN2wxsmC.mp4
Front blur, tweaks
Final tweaks, add depth gap for adding an area where u might want more focus
https://files.facepunch.com/sam/1b0211b1/sbox-dev_VBIoPeaBWP.mp4
Depth Resolve writes to both channels correctly
Final cleanups for dof2
Handle login exceptions more gracefully
Fix events spam
Include commit message and sha with release
Leaderboard backup, run #
13732
Remove old apis
Start moving auditing
Remove unused
Refactor
Remove unused
Start recording releases differently