233,528 Commits over 3,775 Days - 2.58cph!
Obstacles and scrap car models
Merge branch 'main' of sbox-industrial-platformer
City hall colliders / glass colliders
Potential fix for Particle Accum Layer breaking when rotating object
Set dressing harbor2 progress
mossy containers
mossy rubble piles
mossy plywood walls
Moved legacy shelter icon layer to be the same as sleeping bags
CanKillPlayer bool on objectwithvelocity
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Restore the additional detection distance range
Spinner
Conveyor icons
trash spawner icon
Improve respawn
Fix tests from non fully init engine
PackageManager Mount/Unmount reloads symlinked resident resources
keep track of current checkpoint
Checkpoint improvements and ui
player update. updated bandage animation set and entity
Expose some basic stuff in PhysicsWorld / PhysicsBody etc to ActionGraph
Remove InputActionName struct, InputNodes, decorate original methods with [InputAction], use for InputActionControlWidget
merge from metal_detector
Merge from alternate_detection
Whine about very old nvidia drivers to the user
Vulkan: Always allow mutable swapchain format
Vulkan: Update swapchain texture spec if overridden swapchain format
videorecorder: convert image format if not RGBA
Add Scene -> Close All, Close All But This (https://files.facepunch.com/devultj/1b3111b1/D9bLtLtQpY.png)
Merge from metal_detector
Metal detector unlock 500 -> 75 scrap
merge from metal_detector
merge from CNY_DragonLauncher
Citizen: small adjustments to WalkFast_N + remade WalkFast_NE
Leaderboard backup, run #9268
Improve performance of vending machine screens
In a test of 200 vm's in network range, the cost of updating these screens is the highest single cost in the game (about 0.46ms a frame)
Updated screen script to use new NotifyLod system to use the regular LOD system rather than checking camera distance every frame
NotifyLod now turns off the screen component when out of range, completely removing the runtime cost if the player is more than 15m away
Reimplemented the fade in/out that was commented out due to a memory leak, reimplemnt it with MaterialPropertyBlocks for better performance
Updated all vending machine prefabs, monuments will need a S2P but backwards compatibility is preserved so they can still run in the old mode
Fixed big light in vm camera
Add viewmodel camera support to metal detector, use EffectParent on light objects
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Lighting tweaks.
Viewmodel renderer script to the long range bulb (but lacking code support to function atm)
Prevent right clicking character model to rotate it while backpack is open
Potential fix for GetFacingLiquidContainer NRE
DoF doesn't need to grab depth buffer, we can use the depth prepass (thanks Matt)
Don't need to grab depth for any other post processing effects either (because they don't use them)
Compile shaders
Undo changes to Graphics.GrabDepthTexture to avoid problems
Potential TryGetAimingModule NRE fix
Removed the worldmodel meshes as they were identical to the skinned meshes and not used anywhere, they'd still be included in asset bundles and loaded though
Fixed duplicate LodGroup on heavy scientist figurine, fixes a warning when the worldmodel is spawned
added large backpack drop + recycle stats
metal detector balance
metal detector tech tree
Correctly resolve textures fetched from Graphics.GrabDepthTexture
DOF uses DepthBuffer texture again + clean up a bit
Allow dropped items to sync their network group without constantly syncing their position