249,482 Commits over 3,959 Days - 2.63cph!
Added NotificationPanel UI to bottom right showing XP gain, Level Ups, and Item Pickups (stacking existing entries)
Tweaks for new IK script.
Fix punch animations not playing on fallback weapon
Only draw boxes for visible text areas
Merge branch 'main' of rust-vs-extension
Merge from workbench_rpc_fix
Fixed blocks dropping more than double what they were supposed to 😳
Added server.uselegacyworkbenchinteraction replicated convar, when enabled interacting with workbenches will open a loot panel with a button to open the tech tree instead of going striaght into the tabbed tech tree interface
Should help with mod backwards compatibility
NetworkSpawn(null) where appropriate so we now only own the objects necessary to us (destroyed properly on disconnect)
Change MaxStack for Blocks from 99 to 256. Resources from nodes stack to 64.
Fix NRE in HighlightSelectedBlock
Improve item pickups
Block Placer now consumes proper amount of blocks for larger brush sizes
Changed some DPV textures to make the flashlight reflector work.
Renamed plainlight_warm/cold because they weren't being used as such anymore.
Setup DPV headlight.
Fix WorldItems combining into MaxStack
Add basic Mob Healthbars that only display when hurt
More negative item fixes
Fix (Try)GiveItem not acting as expected
Merge from elevator_parenting/net_vis
Weapon breaks into voxel particles when broken
Mining Tool no longer hits pickups/gibs on trace
Highlight selected block when holding Mining Tool
Fix issues when item amounts somehow go negative
Display Crosshair when holding carriables as well
Worlditems will bunch up with nearby drops of the same type (so there aren't millions)
Stub for shadow class, enumize lightflags
Move pixel.raytrace.ssr.hlsl to ScreenSpaceTrace and make it a class, move crap from it to be all shared
More adjustments for screenspace shadowing, fix valid hit test always returning true
Iteration on screenspace shadows, make screenspace tracing work half res again
Rebase fixes
Fix screen trace depth function for reverse-z
Multi-sampled shadow trace, apply free antialiasing using derivatives of dFdx and dFdy
Dont need bend_sss anymore
Use bayer directions rather than blue noise for screenspace shadows
Use QuadRead to blur value acrosss waves, proper ordering for parameters of ScreenSpace::Trace
https://files.facepunch.com/sam/1b1411b1/8ljWk6LsYF.png
[Pick] Compile shaders with Vulkan 1.2 ( wave intrinsics support ) Microsoft/DirectXShaderCompiler/wiki/Wave-Intrinsics
[Pick] Target Vulkan 1.1 instead, certain it won't be an issue unless you have drivers from 2016
3D Bayer Sequence, use perceptual penumbra so it always looks relatively soft and nice instead of aiming for just accuract
Merge from bradley_death_screen
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Hijack loading screen to show when we're loading world state
Added SendMessage( string ), transitions can listen for a message
Possible NRE fix, show teammate's XP / level instead of local
more fish shoals, tweaked fish_shoal_small pivot as it was offset
Add TeamVitals, to show other players in the game
Fixed text size on inventory slots
Fixed text size on WorldsPage
Second pass on wainscotting wallpaper
Trying to simplify a bunch of our UI, there's a lot of mess
Explosive Effect Offset -> Main
Add ability to offset explosion effects locally or in world space
[Pick] Target Vulkan 1.1 instead, certain it won't be an issue unless you have drivers from 2016
disabled refraction on digital clock material
Fix truncation warning on shadingmodel.hlsl
Fix complex_reflections, remove any dependencies to valve code
Use inline reflections for complex
Composite SSR always, might create some artifacts but will be dealt with
Detangle reflections api and document it
Adjustments, fix normals on complex reflections
Added digital clock bit matrix font
Tweaked text mat
Updated icon
Fix `ProtocolParser.staticBuffer` being uninitialzied on other threads when not writing network data
- surprised this didn't throw errors before
Implement writing Protobuf header of demos for the final merged player demo
Fix Mob Gibs spawning with incorrect scale
Moved HoldType from WeaponComponent to Carriable. Placing blocks now holds out the player's hand
BlockPlacer Gizmo displays as Red if you don't have enough blocks to make the placement
Can change the size of the blocks you place with SHIFT+MWHEEL
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Fix block placement detection
https://files.facepunch.com/CarsonKompon/2024/August/15_14-58-DeepskyblueLark.mp4
Don't place blocks actively while standing still
Exclude mobs in block placement trace
Do not consume block if cannot place