250,836 Commits over 3,959 Days - 2.64cph!
Start editor window disabled until loading has finished (fixes crash with launching tools too early)
Fallback to local addon if not found on backend
Fixed fgd's not writing to addons outside of /addons/
Return null if we use PostProcess.Get and we have no post processing effects
Introduce UseFalloff parameters to each post processing effect to enable and disable falloff
Merge Snowmobile -> Aux to get the latest changes back in Aux
Cherry picking the new SnowmobileMore branch to Snowmobile. I had accidentally committed these changes to Aux and subsequently converted them to a new branch.
Support colored input for reflections
Disable adding proxy instance shape to sdf shape list until merge shape optimizations to master
Upload shape buffer data to the GPU with any arbitrary size beyond 4KB
Bind shape buffer data to rendering pipeline and give support for multipass if we need it
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FIxing a 0.1 offset on square ladder hatch prefab
Apply auto panel closer component, it's a better fix than the one from earlier today
Give base addons proper schemas so they don't get auto-upgraded and stomp SharedAssets.
Merge from firstpersonspectate
Merge from viewmodel_aspect_clipping (less vm clipping at ultrawide aspect ratios)
Set SharedAssets to empty on base, citizen, rust addons - stops them being downloaded over multiplayer
Fixed incorrect skin ID being applied when switching from a redirect skin to a non-redirect skin that isn't the default skin
Went through all existing GameTips and made them all conform to the same grammar rules (which generally seemed to be: For single-sentence phrases, use no full stop at the end of the phrase. For multi-sentence phrases, use a full stop at the end)
Snowmobile tooltip now shows when going to bad terrain from good.
Hack to resize glyphs from Steam if they're the wrong size until it's fixed on Steam, e.g PS glyphs are twice as big..
Add optional style parameter to Input.GetGlyph
There's 3 styles Knockout (default) buttons are on a knocked-out background. Light is black on a white background, Dark is white on a black background.
Modifiers WithNeutralColorABXY() will match the style color instead, WithSolidABXY() gives the buttons a solid fill.
Example usage: Input.GetGlyph( InputButton, style: GlyphStyle.Light.WithSolidABXY() );
https://files.facepunch.com/matt/1b1711b1/glyph_styles.png
Fixed ground watch regression preventing sprays from being cleaned up when the entity they were attached to was destroyed
Enabled sprays on trees (tree destruction now triggers OnPhysicsNeighbourChanged callback to nearby entities, will need to monitor for unintended side effects/performance implications)
Small stabilising force edits
Raise the world colliders so they stop interfering with the wheels
Fixed being able to spray on the MLRS
Fixed incorrect VM spray colour when spraying at something that's invalid
Don't allow sprays on colliders with ColliderInfo that aren't marked as opaque (fixes being able to spray on a variety of invisible colliders at monuments)
Close reskin dialog if player is wounded/dies
Add a plane depth check to prevent sprays on some problematic monument colliders
Close reskin dialog if the entity being reskinned is too far away or destroyed
Can no longer open the reskin menu if mounted
Fixed some cases where valid sprays would get incorrectly rejected on the server
Don't allow sprays on moving doors (water treatment)
Spray direction is no longer affected by alt looking
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Fix pixelate falloff for post processing
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Assert client for creation of StandardPostProcess
Updated func_precipitation to allow TimeScale via input
Introduce Particles.TimeScale to change the simulation speed for each particle system
https://files.facepunch.com/ognik/1b1711b1/2022-01-01_06-25-d7fea9ba-9834-446d-b0f7-aaf2b0a8d913-bTsQ7KeY.mp4
Updated func_precipitation to include inputs for Start/Stop (with Fade time), Freeze/UnFreeze and Set Density
Work in progress Snow precipitation particles
Force particle update on changing draw state
If we're reading a text file and it's 0 length, set buffer to an empty string instead of leaving it null
Should fix https://sentry.io/share/issue/93c85098febf49b998112d254516202e/
Add Particle.Simulating and Particle.EnableDrawing
Allow the usage of freezing or hiding particles