255,019 Commits over 3,990 Days - 2.66cph!
Allow client s to set damage pre-init, since they do it on Deserialize
Use static switches for some material toggles (simple shaders only)
Add the simple shaders to the always included shaders list
Fix ASE LWRP templates always using fallback Hidden/InternalErrorShader, fixes that build error
puzzle reset pauses timer when players are in it's radius
puzzle reset no longer uses physics to detect players
don't do step up while in mid air
Remove some unused stuff from CubeBlur, enable time slicing for reflection probes on mobile
Double tap to zoom/unzoom
Fix avatar faces outputting some alpha, remove the material on the customisation avatar image because it has issues on mobile
Testing coverage query occluded by default
Update bass.dll again to a version that fixes the problem with the previous unreleased version
[D11][Tutorial] Added support to unmark assets for singleplayer manifest
[D11] Increased default size of popup input boxes, and fixes to the text display box
Added support etc. for a bunch of props that need collisions or other things spawned.
[D11][Tutorial] Changed tutorial wooden fence layer to world for navmesh baking
[D11] [UI] Moved editor-only functionality to Editor folder.
[D11] Update Sleeping Screen
LookAt and ModifyBone nodes use new param callback system
Fix fbx skeletal model loading NRE when there's no submeshes
Static and skeletal prop entities have prop path property so they can be saved to file
Merge branch 'master' of github.com:Facepunch/SandboxGame
Merge branch 'master' of github.com:Facepunch/SandboxGame
Extend anim parameter system to support vec2, vect3 and quaternion
Allow anim nodes to register param set callbacks so internal values can be updated from them
Parse anim params before anything else because nodes depend on them
Update blendspace coordinate from vec3 param
Merge branch 'master' of github.com:Facepunch/SandboxGame
[D11] [UI] Fixed minor typo in Animation Debug window.
Don't show floating damage values for zero value health change
[D11] [UI] Removed animation debug scripts from cameras. Added animation debug editor window assets.
Prop spawning routine is a lot more fluid.
created unique wall_default_lod2 mesh and assigned to all wall prefabs in lod2 slot. WIP on stairs_lshaped model
Container, Footer, Sidebar, GameInfo animations
[d11][optimisation] Refraction on campfires removed
[D11][UI] Hud hints can now have red background for errors. Added string for light hint. Fixed issue with upgrading buildings
[D11][UI] Enable server hud hints
Adding Sandbox Footer component to Addon page
Update bass.dll to the unreleased version again, but this time don't try to play missing files
looping sfx volume uses master volume setting
misc changes while testing
Added a new difficulty level, Beginner. (easier than easy).
Added beginner to difficulty select on practice mode UI.
First career mode match is now beginner difficulty.
[D11] Slow down weapon deploy slightly on client
Add Simple_Arena, Simple_Crowd, and Simple_Unit
DynamicLight now as a second parameter to allocate ELights when set to true
The above is automaitcally used for Sandbox Light tool.
Gone through the rest of the props
Try probing SteamUser() global when get-SteamUser() doesn't exist
Inventory cleanup
Options fixes
Scene LOD proof of concept
tweak, use global normal when creating the up vector
Added a routine for generating props and throwing them into subscene. Also set up proper lods on trees.
Added prototype cliff shader and test scene