254,385 Commits over 3,990 Days - 2.66cph!
Updated the tiling and offset we apply to the wallpaper viewmodel at runtime
Fixed a crash to do with decals and r_maxmodeldecal 0
Try to squeeze some nanoseconds out of spawnicon rendering
Fixed potential bug with CBaseAnimating::IsOnFire
Fixed crashes with sniper_proto (HL2 Sniper)
Updated Wallpaper World Model to Fix LOD UV errors
Updated viewmodel rig mesh with Alfies UV update
Work on pickup collectibles
Fix logic for enabling / disabling child cells
Updating Wallpaper View Model and World Model FBX's so the UV scaling is decreased by 0.5 in X direction
Updated hex-a-gone tile LODs
Added final tile art for Twitch HexA Gone (models + materials).
Smooth fade DoF from composite shader
Iterate dof, needs cleanup, almost perfect
Hide chunks when component is inactive
WIP level of detail system
Fixed CUI InputField font loading, Texts and InputFields now share the same font loading code
Air dash is relative to input direction, not facing direction
Updated Wallpaper View Model and World Model to fix stretched UVs
Trace to camera direction to try to avoid walls
Merge from ai_wolf_iteration
Fix compile errors caused by serialized fiels in server only parts of the code
Merge from ai_wolf_iteration
Fix editor only code causing compile issues
frontier gate and wall meshes
Automatically look for stylesheets based on `Internal.ClassFileLocationAttribute`, added by Razor codegen, to implicitly load stylesheets based on class filename
Means that [StyleSheet] is no longer required to load `MyClass.razor.scss` etc.
Added WallpaperModelRenderer to the wallpaper item preview prefabs
updated swamps and bandit town swamp topology
Get rid of margin in HeightmapSdf3D
Sdf3DWorld.Size doesn't need to be Vector3Int
Make SdfWorld.HasPhysics a property
set no exit time and reduced transition on player controller to reduce delay when going from swimming to DPV 3p anims
Fix outstanding bugs on DLC views
Update .sbproj
Completely refactor how tile textures are cropped in the Tileset Editor. Allows you to work with tilesets around or above 4K without massive hitches.
Cursor shows as pointer when hovering a TileControl
Update fpxr to cf91368, fixes EXCEPTION_ACCESS_VIOLATION_EXEC inside InitHandTracking
Renamed bridge to swamp in terrain paint modes (as that's what it's actually painting)
Fix EXCEPTION_ACCESS_VIOLATION_EXEC finside InitHandTracking
Stick loading percentages & speed next to ETA
https://files.facepunch.com/alexguthrie/1b2811b1/NVIDIA_Overlay_HHsui18lvO.png
Replacing several Pool.GetList and FreeList with the new Pool.Get and FreeUnmanaged (post merge cleanup)
Tightened the terrain filters for hill cliffs and added Railside in 'topology not' to widen detection chance of rail
switched out prefab CompareTo to explicit implementation to avoid boxing
Loading screen styling tweaks
https://files.facepunch.com/alexguthrie/1b2811b1/NVIDIA_Overlay_Bul8fCTXAG.jpg
Tweak game starting card, no longer stretches and skews thumbnails
Removing Terrain_Distance from Shader.SetGlobalTexture as its unused on the shader side (all use cases covered by Terrain_ShoreVector)
CraggyIsland TopologyMap fixes
▇▍▍▆█ ▄▊▇▍▌▍▋▅ ▄▊▊ ▍▌▅▋▄▍▉