255,494 Commits over 3,990 Days - 2.67cph!
OnPlayerKilledPlayer validation
Fixed warnings in HornetGunWeapon
- LODs adjustments and bolt fix
Removed generate_oil_rigs convars since it was added to the wrong script (PlaceMonuments vs. PlaceMonumentsOffshore)
Update clone prefab reference comments
Improvements to how delta snapshots are stored. Make sure we apply all snapshots so long as the last processed value for an entry has an older snapshot id.
When dragging multiple GameObjects onto a ListControlWidget of Components, get the first component from each GameObject similarly to if we were to drag them each individually.
FloatControlWidget keeps the drag delta intact, fixes janky drag on int controls
Fixed Cloud Browser @installed tag not being filterable by query
Removed unused from InputContext
Added net_fakepacketloss ConVar for testing (0-100%). Fixed an issue where if a delta snapshot was received before an object was created on the client-side, it would remember the state wrongly. Fixed an issue with Network Refresh messages where, if arriving late, could overwrite Sync Vars with the wrong values
Protocol++
Fix minor error
Add test for cloning prefabs that contain a nested prefab instance which has a variable that references the outer prefabs root
Bindless lightmaps/Lightmap Combo Removal (#1765)
Multiply light cookie rgb by alpha
Compile shaders
Merge branch 'master' into json-free-clone2
manifest - restore prefabs/autospawn/monument/medium/compound.prefab
removed temporary prefab now that we have final prefabs
adobe gate/wall item definitions
final prefabs for Adobe gate and wall
Add TextureGenerator boilerplate
TextureControlWidget poc
Fix NRE in SpriteRenderer when texture is null
TextureControlWidget creates a child ResourceControlWidget instead of trying to be one
Draw texture preview
Standardize internal way to async replace placeholder textures
Add Sandbox.Utility.ForAsync
TextureGenerators are async
Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup
Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits
Add TextureEditorPopup
Clean up TextureControlWidget
Add Color.Rgba16 (half based color)
Add Bitmap class
More bitmap stuff
Bitmap draw and bitmap pen
Bitmap drawing fixes
Bitmap clone, IDisposable, IValid
Wrap IResourceCompilerContext
Find "$compiler" in resource json and launch compiler
Add more ResourceCompiler functionality
Managed can override compiling of any resource
Add Texture.GetBitmap
Simple texture compiling from managed
Add Bitmap.ToFormat( ImageFormat format )
Add TextureBuilder.WithMips() - auto mip count
Bitmap.ToTexture supports mipmaps
ResourceCompiler.Compile is async (but we have to run it syncronously)
ResourceCompiler,. ResourceCompilerContext are in Engine
Add transient filesystem
Add Texture.IsError
Compile embedded textures to transient folder
Double height texturcontrolwidget
Remove debug
Add Bitmap.DrawText
Multiply light cookie rgb by alpha
Add TextureGenerator boilerplate
TextureControlWidget poc
Fix NRE in SpriteRenderer when texture is null
TextureControlWidget creates a child ResourceControlWidget instead of trying to be one
Draw texture preview
Standardize internal way to async replace placeholder textures
Add Sandbox.Utility.ForAsync
TextureGenerators are async
Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup
Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits
Add TextureEditorPopup
Clean up TextureControlWidget
Add Color.Rgba16 (half based color)
Add Bitmap class
More bitmap stuff
Bitmap draw and bitmap pen
Bitmap drawing fixes
Bitmap clone, IDisposable, IValid
Wrap IResourceCompilerContext
Find "$compiler" in resource json and launch compiler
Add more ResourceCompiler functionality
Managed can override compiling of any resource
Add Texture.GetBitmap
Simple texture compiling from managed
Add Bitmap.ToFormat( ImageFormat format )
Add TextureBuilder.WithMips() - auto mip count
Bitmap.ToTexture supports mipmaps
ResourceCompiler.Compile is async (but we have to run it syncronously)
ResourceCompiler,. ResourceCompilerContext are in Engine
Add transient filesystem
Add Texture.IsError
Compile embedded textures to transient folder
Double height texturcontrolwidget
Remove debug
Add Bitmap.DrawText
Remove debug
Add Bitmap.DrawText
Leaderboard backup, run #
17069
Added a screenshake and camera recoil to the local player when hit while blocking
Battering ram metal impact
Battering ram engine exhaust effet
wip ui changes
spawn menu cards higher
Horse: make sure to damage all mounted players when doing the collision damage
Setup prefab information
Flip the shield raise progress bar so it starts full and lowers rather than vice versa
Shield can now only be raised for a maximum of 4 seconds
However long the shield is raised the player then has to wait that long until they can raise the shield again
Shield can be raised for a minimum of 1s (ie. if a player taps RMB, the shield will do a 1s hold and then have a 1s delay before it can be used again)
Communicated via the on screen progress bar (aka compound bow)
Fixed player floating above ground when rotating the ballista
Player follows the ground level
Better clipping checks
merge from primitive -> aux2
Yet another try catch that needs to throw it's exception instead of logging during GenerateManifest
Bindless lightmaps/Lightmap Combo Removal (#1765)
Add extra colliders to the top, side and bottom of all shields for extra cover
Tripled the health of all shields
merge from primitive -> aux2
Ensure errors are thrown inside DoPrepare() instead of being skipped over
- only applies when `-throw_manifest_error` is set
Remove Lightmap comborule from shadergraph graphcompiler
FoliageGrid profling.
RustCamera foliage grid profiling.
Test:
Disable LODGrid refreshing when applying a preset change, enable it afterwards and then manually call it once.
Saves it being called 3 times when the tree, particle and mesh quality convars each get changed at the same time.
Add profiling for LODGrid.Refresh
Add test for cloning prefabs that contain a nested prefab instance which has a variable that references the outer prefabs root
- Further polish on layer changes
- Fixed bug causing animation curve to not run fully through
- Ensured timer duration works ass expected
- Added big ass note to the top of the file
- Worked on further hiding some bow manipulations