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When waiting in cover, scientist face the side they think you'll come from instead of facing the wall
This also helps sneaking up on them when flanking from the opposite side
Added physenv.Set/GetPhysicsPaused
Added NPC:TranslateNavGoal
Added sound.SetActorGender( model, gender )
This allows for things like soundscripts to be gender neutral for less code, and enables citizen reskins to use correct voice lines.
WARNING: the gender is stored by filename only internally, not by full model path!
merge from xmas2024
109423 (Pre xmas lighting change)
Fixed ServerGib editor NRE
Better error message when RustTextFixture.SpawnEntity failed
Obsolete Clothing.DressSceneObject
Save/Restore feature tab status on Resources
Make the clothing icon editor a proper editor
Tag human skins for replacements
Remove old icons
Move clothing icons next to the clothing resource again
Update greyslkin
Clothing icon selector lets you choose specific body parts to target
Model.MaterialGroupAttribute + Model.BodyGroupMaskAttribute can accept string model (will look up the model from the string path)
Underwear material
Human skin selections
Clothing updates
Fix eye material
Include some citizen folder pngs with steam build, but try to not include all of them
Revert "Improve handling of RenderAttribute overrides/additions in Draw APIs (#1732)"
This reverts commit db71195c4669b0dc2d9e3e6e9dcabfab0067a9bf.
Revert "Improve handling of RenderAttribute overrides/additions in Draw APIs (#1732)"
This reverts commit db71195c4669b0dc2d9e3e6e9dcabfab0067a9bf.
Fixed FindPrefabPathsByLabel NRE
Added BaseCombatEntity tests, spawn and kill every BaseCombatEntity prefabs in the project
Obsolete Clothing.DressSceneObject
Save/Restore feature tab status on Resources
Make the clothing icon editor a proper editor
Tag human skins for replacements
Remove old icons
Move clothing icons next to the clothing resource again
Update greyslkin
Clothing icon selector lets you choose specific body parts to target
Model.MaterialGroupAttribute + Model.BodyGroupMaskAttribute can accept string model (will look up the model from the string path)
Underwear material
Human skin selections
Clothing updates
Fix eye material
Include some citizen folder pngs with steam build, but try to not include all of them
Update workflows to use .NET 9
Improve handling of RenderAttribute overrides/additions in Draw APIs (#1732)
* Improve handling of RenderAttribute overrides/additions in Draw APIs
Attributes passed to CommandList.DrawX and Graphics.DrawX now correctly merge with the "global" (CommandList.Attributes / Graphics.Attributes) attribute set.
Replaced existing usages of Attributes.MergeTo, the existing usage could lead to defaults overriding more specific values.
e.g. `Scene.RenderAttributes.MergeTo( camera.Attributes )` would potentially overwrite attributes in camera.Attributes with attributes from Scene.RenderAttribute we want it the other way around though.
Fixed DrawModelInstanced using blacklisted Memory type as parameter.
* Remove leftover comment
Inventory/Chest fixes
Quest Notifications show for a prolonged amount of time
Pinned Recipes are now saved per-character instead of using a static variable
Can click on a QuestPanel to pin it to the top of the list
Show Pinned Quests on the game HUD
Add setter to IActionGraphDelegate.Defaults
Updated knight armour textures, materials and meshes, updated skinning. added male and female helmet.
Fix CacheForceLoadExposed test
Update(linux): only get already-loaded dylib instead of trying to load a new one
Update: Linux binary named same way as Windows, but with .so extension
Update: referencing core files directly in WInDLL
- This follows same convention as LinuxSO - hoping it'll avoid confusion
- Removed PCH usage (since shared files didn't use pch)
- Added filters to separate core files vs project-specific files
Clean: removing Core project (but keeping the files)
Since these sources are built as part of DLL projects, there's no point to keep this lib project
Update: replacing lib name with a proper one
- also adding a comment explaining the export code
Only show zoom toast after they hold ADS down for 3 seconds
Compilfix: adding cstring header
Turns out gcc doesn't include it via string_view
Compilfix: move exporting section to OS specific project
Avoids having me write an export macro for either Win32 or Linux
New: first building version of Linux server profiler
Still need to clean up how projects are organized
Generate lambda names again
Change toast cooldown from 15m -> 5m
Add toast to variable zoom scope
- will prompt you on hotkeys to zoom up and down
- will stop showing once you click the button 5x
Battering ram audio minor change
Updated Game and Menu scenes
New HD logo that fits the rest of the UI
Chatbox + OnOffSwitch tweaks
Update: Removing PCH use from Core
MSBuild does not expose PCH for Linux target, and we don't really need it
Use multi-bounce ambient occlusion
Feathering goes outer rather than center, allow to have inner (negative) feathering again, fixes light leaks in maps
SQRTRoughness was correct behavior for sampling envmaps
merge from fix_telephone_grid -> main
Fix telephone using the numbered grid instead of letter grid
Update: ServerProfiler.Core separates platform specific code
Required for Linux support - still figuring out how to organize msbuild projects
Tests: took spanshot in Editor's Craggy, and did a couple start-stops of playing to ensure no errors
Fixed methods being renamed OnDiedByPlayer
Update: Split into Core + DLL
- Also added an empty linux project
- Separated out platform specific code into WinDLL
Tests: ran in unity couple times
testing setup for fitting marching cubes to mesh
Various fixes about the colour buffer not being resized or copied correctly
Put debug spew behind convar
Shader tweaks
Not perfect yet, but definitely a step in the right direction
https://files.facepunch.com/alexguthrie/1b1211b1/NVIDIA_Overlay_J85xCR3e3b.mp4
Citizen/animgraph: added 'static_pose' int parameter — set to '1' to display the A-pose but with open eyes. To be used when rendering item thumbnails.
New high-res cursors that fit the UI
Added a fresh OnKilled() method inside BaseNetworkable which is actually called OnKilled()
Added first pass jungle ruin floor kit. Updated assets gym with jungle ruin kits.
Rename Entity profiler back to OnKilled()
merge from main -> fix_telephone_grid