248,576 Commits over 3,928 Days - 2.64cph!
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
Replace BaseCombatEntity::OnKilled() with BaseCombatEntity::OnDied()
Since when you Kill an entity OnKilled isnt called, its only called on Die() so its way less confusing to be actually named that
Arena 4 Upload meta
https://sbox.game/facepunch/c_courtyard
-Battering Ram wheels now steer the correct way
-Battering Ram wheels rotate via Quaternions
Arena 4 finishing touches
https://files.facepunch.com/louie/1b1211b1/sbox-dev_FLUVRvGaeQ.jpg
https://files.facepunch.com/louie/1b1211b1/sbox-dev_JgO9Y8soQG.jpg
Have scientist try to guess your current location based on where they saw you last
Remove old DecibelsSlider and fix typo in the new one
Horses: removed the velocityDelta thing when applying forward forces, feels better when moving from gallop to canter after releasing shift
Test special case with upgrading any / all connected to nop nodes
Implemented Version 9 upgrader
Contest meta description + can upload image
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
Only reset Batch Publish Org if currently set to local
Check asset directly along with references assets when checking differences in Batch Publish. Resolves Facepunch/sbox-issues#7151
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.
Update ballista icon
Changed siege weapon items selection panel
Fixed ballista ModularCarAudio.StopTyreAudio NRE
Added a fallback blit in cases where TAA is invalid
Added the RustTAA shader to the Always Included shaders list
Use Widget.Hidden for ControlSheetRow conditional visibility, avoids flicker on populate
Add filename to inspector.
Only show save preset button if there's a filename specified.
Potential NRE fixes.
Fixed catapult fire interaction available when looking at the wheels
Added SiegeWeaponVehicleAudio, inherits from from GroundVehicleAudio
Updated BatteringRamVehicleAudio
Added wheel audio to all siege weapons
Skybox material preview
https://files.facepunch.com/matt/1b1211b1/sbox-dev_M57SmAq1uF.png
Add SceneRenderingWidget
Render clothing from a scene
Update all clothing icons
merge from indirect_instancing
Add temporary debug error messages to diagnose the uninitialised component issue.
Male Head 02 & Female Body / Female_Head_01 and 02
Test for upgrading any / all nodes
Re-implement void task exception handling
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Make sure return values are actually returned
bumped render queue on hit guide up to avoid issues with disappearing inside sculpture at times
Merging new TAA implementation to main
merge from deluxe_christmas_lights_emission/xmas_light_uncrappification
Fix interop error
Fix disposed exception
Leaderboard backup, run #
16061
Only move nav mesh agent on transform change if the position actually changed - Fixes agents not moving correctly with skinned meshes with bone objects enabled, transform changed is getting thrashed
Resave template prefabs, some of them have missing materials
Remove long unused shit from pixelinput and vertexinput and clean it up
Convert world position to projected position on FinalizeVertex, don't like that these are opaque, let's see what we can do about it
Fixed ballista client loading issue