252,147 Commits over 3,959 Days - 2.65cph!
Fixed listen servers not joinable
New Hair - Eyelashes!
We have beautiful new eyelashes!
More severe punishment when road / rail overlap (to avoid overlap along extended sections while still allowing short crossings)
Fixed several things spawning partially on rails
Health Kit entity
Health kit model & sound
Added hammer categories to weapons
Only allow to use Health Charger in range
Changed Health Charger sounds
FGD updated
Change root node to use input connection instead of child id
CAnimGraphFixedData::GetUpdateNode asks the node for the actual update node when output id is valid
Never add a update node for child nodes that have a valid output id (nodes connected to groups)
Cleanup
Try to update secondary highlights for group nodes
FidelityFX Super Resolution
Rework the resolution rescaler to use FSR instead of bilinear to provide a higher quality image when rescaling from a smaller resolution scale back to native
Merge pull request #182 from Facepunch/fsr-working
Implement Fidelity FX Super Resolution for resolution scaling
Merge from spraycan_merge2
Merge from powerline_ziplines
Merge from powerline_zipline
Merge from spraycan_merge2
Add a hidden option to PowerLineConnectionHelper that allows powerline platforms to connect power lines to non platform pylons
Better way of bypassing group nodes when creating update nodes but still not ideal
Fixed decals switching back to the default decal after being pooled
Don't allow spraying until deploy animation finishes
Fixed train coupling flag conflicting with engine starting flag. Plus changes to the coupling visuals prefabs.
Check all nodes in graph when replacing node id references from copy paste, not just the ones in the current node manager
Make sure the child node is resynced last
Resync graph nodes for parents when attribute is modified, they may have been refreshed
Remove more duplicated powerline scripts
Merge from spraycan_merge2
Reapply spray LODs (subtract 69570)
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Simulate ripples on bullet impact
https://imgur.com/a/8eGjZdj
Basic ReplayVideoRecorder
Video recording performance improvements
Particle update rate fix for recording
Speech bubble update rate fix for recording
Camera update rate fix for recording
Replay capture audio pass !release
Don't use nullable for water properties, set default value instead
New ripple simulation with collisions
Add drag to fluid simulation and collisions
Cleanup ripplecompute and how ripples are added
Fix seamless entry on water, better water caustics, remove options for tesselation other than on/off, iterate on waves
Cleanup hull base shader
Cleanup ripple collision and propagation
Adjust ripple strength
New underwater surface method
Port eyeball shader to use our shared code, fixes clip planes on water
Add fog support to water surface, cleanup
Clamp radius of water directly on C# side, send D_VIEW_INTERSECTION combo
Put water combos right into place, upload water shader objects (including ripple)
Propagate ripple by framerate, fixes it slowing down on low framerates
Don't put r_water_ripples inside RippleCompute.cs, breaks when pushing it to shader
Add render bounds for water, only render water if we are are looking at it's bounds
Use two tone fog by default on test water
Push latest water shader objects
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Can manually dispatch CI workflow to force a full rebuild for when incremental builds get fucked
Delete loads of C++ entities that were removed from fgd ages ago or just legacy as fuck, clean up loads of shit because of it too.
Important we do delete these after removing them from fgds because the engine will still create them if a map has specified them previously
Remade break piece nodes on traffic cone model
Recompiled traffic cone and gibs
Updated asset tags
Refresh references to input/output node ids in group node if they're old
Fix crash in graph binding if group output isn't hooked up to anything
Delete the old output edges and recreate them with the new node
Fix output pins of group input not connecting up to input pins of group output properly
Make sure output plug edges are removed and recreated on node refresh
Add CAnimNodeBase::GetGraph so we don't always have to go through the context to grab the graph
Bypass group nodes when creating update nodes for graph binding
Get the correct child id when bypassing group nodes
Switch blend anim node to use input/output ids as a test
kv3 conversion for CBlendAnimNode
Draw node stacks differently with secondary highlight
Continue button enters world with last played character
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Revert "Update .addon"
This reverts commit 346e0b1dcf6844638248a6a7a2499107ea0460a5.
Create .editorconfig
Asset compile
Merge branch 'main' of sbox-unicycle-frenzy
Update .addon
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Map class variables type themselves from the C# Property Type now and their default value is set too. Clean this shit up using partial classes keep it nice and tight.
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Citizen: updated unicycle pedaling animation with 8% leg X scaling
Fix for mesh decals not being able to used instanced SH when rendered with command buffers.