250,561 Commits over 3,959 Days - 2.64cph!
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
Fixed a crash with Hammer Model Viewer and bad models
Middle mouse click for DColorCube/Mixer to reset to convar defaults
Adds DColorCube.Get/SetDefaultColor
Adds DSlider:ResetToDefaultValue (Was previously exclusive to DNumSlider)
Increase the limit of ManipulateBoneScale to 512 (from 32)
Display SENT/SWEP usage info in spawnmenu tooltip
https://files.facepunch.com/rubat/2024/May02-67-YearlyElk.png
Added side by side trees using core/foliage and SpeedTree8Rust shaders
Speedtree with debugging info
blunder bus viewmodel animation idle pose edit
blunderbuss (needs renaming) materials and textures - before resize
More wire tool refactoring, the OnInput method mainly
sks 3p - all attachments now positioned correctly
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VR: Fix render models loading improperly
Updated shaders
fixed culling
masked trunk from transmission
Define DSP presets from c#
Fix audiomixer processors not loading properly
Add Sound.DspNames
Move PhysicsLockControlWidget to ControlWidgets folder
Add DropdownControlWidget<T>
Add DspPresetHandle, editor to get dropdown
Fixed a crash due to recent changes when net messages sent to client too early
Rework player name retrieval for player disconnection chat message
Fixes the message sometimes not appearing, due to the player object being gone too soon.
Fix NPCs being sometimes blind due to recent changes
Fix dodgy rigidbody linls
Improve output format readability, remove optional result types
Remove AudioReflections sampler
editing blunderbus viewmodel animations
Just exit playmode on Game.Close in editor
sprite y offset
shadows
sprite depth
Delete the sks item skin asset, prevents it from being crafted as a SAR skin
Update skin list
WIP sending a special death info to the player when they die due to sleeping in a safe zone
Leaderboard backup, run #
11466
merge queue_tracking -> analytics_server_profiling
Track queue size, events processed & execution time per queue per frame
- bool to enable / disable it of course
Split ObjectWorkQueue out of ObjectWorkQueue<>
Rename some variables to uppercase
Hide the health bar of the entity the player is looking at while in ADS and the hide interact text while aiming option is set to true
Also optimised the health bar update method to remove an 80b/frame allocation and a 90b/frame allocation when looking at a building block (regardless of the ADS setting)
merge from main -> analytics_server_profling
killing enemies etc
use og version's measurements
add status
coins
Adjusted motorbike fuel use
Fixed pedal bike being invisible since the LOD model update. Just assigned LOD0 for now, keeping the rest the same
Use drastically less fuel/sec on human-powered bikes. Let's not starve to death from a two minute bike ride
Working human fuel functionality for the pedal bikes. Takes from the driver's food and water instead of low grade fuel in a tank
Send the cargo ship patrol path to the player, render it on the map
Blur method solution test
New human-powered fuel class + more refactoring
Updated wire materials, fixed the weird reflection on directional materials