248,642 Commits over 3,928 Days - 2.64cph!
Made trees in monuments harvestable
Tweaked Junkyard to improve its spawn chances
Reduced density of large rock formations
Allow sending data in ServerInfo
Network file refactor
Client mount addons that the server tells them to
fixed incorrect LOD distances set from editing multiple prefabs through RendererLOD on chainlink fences
Temperate cliffs LOD3 terrain mask polish - cliffs hold up better visually and transition is less visible
Removed bottles etc from the bandit camp poker tables. Due to a quirk in the interaction system and the proximity to the chip storage, the bottles ended up showing up with an Open interaction, which was a bit confusing.
Random moves don't go all-in unless they have to
Refactored how we handle the active player index. Handling conversion between relative numbers (player 1, player 2...) and the actual index values of the players in different seats. Handles cases like having only players 0, 1, 3, and 5 in a game.
Client/server compile fix
Briefly block input to the current held entity when cancelling a gesture
Text scaling for handheld / docked mode
Fixed campaign menu being broken on switch
Weapon impact & explosion stuff WIP
Safety check on random moves
- Improve small blind/big blind getter
- Show dealer/big blind/small blind in the UI
- Currently bugged, but at least this shows up the bugs
Compiled textures for citizen's eyebrows
Make ClientSignOnStateChanged first argument be the local player's userID on client like expected
baked lighting variant of testmap
Stopped arctic grass from spawning on shore ice and ice lakes
Simplified ice sheets and removed floating decals
Tweaked ice sheet materials to look the same as shore ice
Imported new rebaked textures for the baked ice sheets
Updated ice sheet meshes and colliders
Tweaked world setup prefab
Cover point reservation improvements.
Added AIPoint memory bank.
Changed SignOnStateChanged hook to ClientSignOnStateChanged (first argument is nil)
Added ProjectedTexture.SetShadowSlopeScaleDepthBias, ProjectedTexture.SetShadowDepthBias, ProjectedTexture.SetShadowFilter,ProjectedTexture.SetTargetEntity
Allow translucent and alphatest on Complex
Change Citizen eyebrows to Hair shader to allow alphatest + translucency
Don't pass env map data to the extra shader data, since it's calculated elsewhere
Fix translucent shadows on sunlight
Medals update lazily, hide medals / description in unselected campaigns
Don't fetch all highscores when the game starts
Added tunable BestRoamPointMaxDistance
Fix PersistentPlayer so it pools and is cached (used for blueprints)
Remove unused deferred materials that are spewing verbose errors
Don't queue multiple threaded shader compiles and fix game unable to overwrite old shader file
Nicer way to assign nexRankingCategoryIds
Assigning a unique nexRankingId for each stage / campaign
Fixed render.SupportsHDR always returning false
Fixed Player.GetFriendStatus never showing "blocked" status
Get rid of allocations in NetworkQueueList.Clear
Better implementation of GetEnumerator for BufferList<T> and ListHashSet<T> to get rid of enumerator allocations
Genericized List.Compare so it can take advantage of specialized enumerators instead of boxing them
Skin changes didn't stick
This should precache them properly
Tweaked skin to stop it being shiny in the dark
Compile testmap
Prevent lockup during buildcubemaps
Fix damage indicator stopping spinning
Play sounds on the weapons on shoot so they're not culled by pvs
Wall size fix
Write network data after hotload
Prediction check dictionary before blindly trying to restore from
Add collision to this wall
Merge branch 'master' of sbox
Don't select empty weapons, switch away from empty weapons
Weapon icons
cherrypicking
59621 - Unity 2019.4.22f1
Fix ingame shadercompiler reporting (null) after progress has started
Strip out all the unused native precache stuff
Implement precache tables in c# (this might not actually precache yet)
Merge branch 'master' of sbox
Refactored responsibility for the dynamic ai point add/remove from NPCDwelling to AIInformationZone with a validation function param. Made all the add/remove point functions private to AIInformationZone. Added a function call to cache the point arrays and replaced me recent temp solution (when merging from main) with this call.
Initial work on velocity buffer
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Yank texture transform recycler and reallocator and clean it up greatly
Bulk work of previous frame matrix information for velocity buffer with transformation textures
Merge branch 'master' of sbox
Fix ui scale not changing unless the screen changed size
TextEntry placeholder
Allow cookies to be used in menu, allow set/get json data, save in config
Allow TextEntry to have a history, can be saved in cookies
Added TextEntry.HistoryMaxItems
Console input has persistent history
Ignore cookies