243,406 Commits over 3,898 Days - 2.60cph!
Adjust things on fast envmap filtering, major cleanup, rename shader to envmap_filtering
Tweak lambda naming
Generate a throwing lambda when compiling a graph with errors
Fixed incorrect terrain height in harbor 1
Wip fast cubemap filtering ( 2.5ms > 0.09ms 😱 )
Update art_showcase.scene
Add __guid and rename Version to __version in json
Nicer stack traces
Fix "The node already has a parent." when deserializing
Re-enable tooltip text for single vendor names
Replaced old cranes in harbor_2
Replaced old portacabin meshes in both harbors
Added doors to all portacabins in harbor_2
Fixed missing ladder trigger in harbor_2
Moved one of the light switches to the rooftop in harbor_1
Merge from bradley_scientists
Updated stationary scientist AI design.
Switch scientists to stationary AI design instead of immediately killing them if the Bradley gets destroyed.
Whitelist common_samplers.fxc (hate this)
Fix nexus map not appearing until you close and reopen it
player update. p17, glock and m92 pistols entities and override controllers updated to use new pistol anim set
Change the zone details on nexus map to use flex layout
Use a separate prefab for the zone labels on the details panel vs. the map markers
Add __guid and rename Version to __version in json
Nicer stack traces
Merge from main -> 2022_3_20f1
Fix game jam button not being in header
Added support for LOD cross fade
PresentYUV420Texture sets its sampler state (this whole func is manual?), fix random crash from using an unbound sampler
Added a stationary AI design and fille.
Updated Bradley scientist prefabs to reference it as an additional design.
Fixed a bunch of naming inconsistencies across IO entity handles (e.g 'Power' instead of 'Power In')
Revert verifying bound samplers & images until I fix these bad bindings
screen placement position move
Compiled shaders with normalization brightness fixes for cubes without SH, reenable cube normalization
Fix right clicking attachments going onto held gun instead of into open backpack
Hovering over a vending machine now shows the names of the machines (as it used to)
Debug string for CTextureManagerVulkan::GetTextureResource
Whitelist some more common exception types
Vulkan: Verify bound samplers and images
Nicer exception logging / stack trace for Action Graph exceptions
Push EditorNodeLibrary in Asset.TryLoadGameResource()
Vendor UI now closes automatically when map is closed.
Harbor_1 / moved broken loot spawnpoints to the new island
Scene2prefab
disabled snow effects on train tracks as it doesn't play well with biome tint and procedural railroad connections
Hide Poncho models/ materials/ prefabs
Reposed Burlap Gloves to match updated player rig
Clean up opening editor for a given action graph
Implement inspecting action graph elements
Make sure ActionGraph GUIDs are unique too
Make sure embedded expression graphs have an input node
Fixes Facepunch/sbox-issues#5253
Hide input node for expression graphs with no inputs
Fixed door controller swapped input positions: passthrough back on top and power in on the bottom
Added snow setup to roads prefabs
Merge from bradley_scientists