250,557 Commits over 3,959 Days - 2.64cph!
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Applied first iteration of attack
First pass on moving the sound occlusion system into jobs now that we're on an updated version of unity
Keeps the frequency the same but moves all raycasts into RaycastCommands with a max of 10 hits
Can be toggled on and off at runtime via SoundOcclusion.useThreadedCommands convar
Fixed door controller IO UI overlapping doors interaction UI
Restore accidentally removed include
Use IgnoreCollision when dropped items fall on minicopter or attack heli. Items now fall through those two vehicles - unfortunately needed due to physics issues with the last two Unity updates. Items will still collide with scrap heli interior
Proper new underwater settings RC
Fixed Water Purifier missing deploy guide
Fix junkpile_water_b and c getting their colliders stripped on the server, leading to items falling through the junkpile
Fix junkpile_water_a not properly removing components (this one already worked ok as far as dropping items)
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Return minicopter and attack helicopter to Continuous Dynamic collision type, from Continuous Speculative, due to reports of collision issues during stunt flying
sks updates:
- 3p updates + corrected aiming
- updated anims on rigged world model
- got shell eject fx working
Fixed burlap head wrap 3D preview positioning in item store
v_crowbar: actually properly export the weapon bones in the FBX files... + basic animgraph
obstacle props, remove old block in props
New Clothing! - Winter Coat
LODs coming up next for this + any skinning adjustments.
Added "Scatter Strength" param to water overlay for higher control over underwater fog
v_crowbar: basic animated VMDL setup
Bindless Lightcookies (#1556)
https://files.facepunch.com/sampavlovic/1b0211b1/lightcookies.png
merge from fix_client_multiple_compressed_tags
Stub for shadow class, enumize lightflags
Added PlaceCliffParameters, can be used by cliff prefabs to overwrite the default parameters set on PlaceCliffs
Split MinHeight and MaxHeight into MinTerrainHeight / MinCliffHeight and MaxTerrainHeight / MaxCliffHeight
Tutorial control control lock zone
PlaceCliffs child placements use TerrainAnchorMode.MinimizeMovement
PlaceCliffs child placements check terrain height and normal
Sample lightcookies with explicit LOD since we can use this on compute as well
Fixed a warning regarding 'Colour Masks'
Added some missing files
Fix multiple compressed tags not being parsed correctly in client browser
add cpu and ram info to Hardware, expose to api
replacing old set of track meshes, some prop models, materials, organizing
blunderbus viewmodel animation edits
Fixed some issues with opacity masking
Remove ilightcookieutils, cookieslice, etc
Remove all references to lightcookiemanager, add Texture2D GetLightCookieTexture() to lightbinner
Fix typos and get bindless cookeies on shader, m_lightCookie is just a standard HRenderTexture now
Cookies on fog
Delete lightcookies.vtex which was a fixed array that we never really used
Bindless Cubemaps (#1552)
Changed cargo time to ensure the last crate can be looted should cargo egress whilst finished docking
Bindless cubemaps!
Remove references to texture cube arrays
Remove all CPU path for envmaps, bindings, fingerprinting, etc, should've removed 3 years ago but now we're ready for it
Remove remainder of CPU-driven code for cubemaps, rename indooroutdoorlevel to just renderpriority
Update shaders
Sort envmaps by priority
Remove now unused m_bNeedsRender
Recompile terrain after rebase
ShaderGraph: Fix black region in triplanar texture nodes
Facepunch/sbox-issues#5371
Nicer display names for world component types
Don't need SdfNetwork component type any more
Naming, moved things around, removed unused code
Add Light Cookie test scene
Fix method identities not matching for generic declaring types
Fix component RPCs declared on generic types