225,447 Commits over 3,714 Days - 2.53cph!
Show the name of the entity connected to the storage adaptor when mousing over a connection connected to a storage adaptor
Causes a noticeble framerate hitch the first time an industrial connection is highlighted but that should be editor only
Leaderboard backup, run #3162
Adapted Core/Generic shader to Rust Standard backend
Merge Main -> RagdollRewrite
Merge from hackweek-chat-emoji
Fixed shadows on std core
Some work-in-progress skin viewer stuff I had from hack week. Converting it to use a rendertexture instead of a separate camera.
Added reflectance micro-occlusion to EvaluateBSDF_Env
Preparing std shader backend for core shaders
Move shadingmodel structures to shadingmodel.hlsl
Fix shadowing on indexed lights on new light api
Added plaster hs 03
https://asset.party/facepunch/plaster_hs_03
Fixed "Rust/Standard" detail occlusion not obeying mask
Leaderboard backup, run #3150
Most of static light with the new api
tree
death particles in unitdef
unit spawn tweaks, runner retreat, etc
elite spitter movement
spitter, runner movement tweaks
elite runner behaviour
Leaderboard backup, run #3149
Redo light api on shaders, start implementing new dynamic light under this structure, move raytracing shit to it's own folder, add sample shadingmodel
Allow structs in structs ( HLSL 2021 and forwards )
Leaderboard backup, run #3144
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Adjustments to tactical vest
Plus small adjustments to the monobrow grey cap texture + a grey colour version of the slicked back hair
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repair_inventory will repair attachments
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Fixed IsShiny making card art black when false
Include _c and generated textures, put card mats into textures/ folder
Context menu will reflect bound keys
Refactor replacing "Alpha" part of keycodes into one function
Minor refactor
Option menu support changing keybinds as well as normal binds
Add "next skin" & "prev skin" to options menu
Leaderboard backup, run #3120
Add keybind system to handle systems like context menu
Command `keybind <key> <action>` to set keybinds
Keybinds can define a realm to avoid overwriting keys used in normal gameplay
Save the keybinds in `keys.cfg` file
Apply keybinds to Q & E in upgrade menu
ShaderGraph: Give pastes an ident so people know what it is
ShaderGraph: Copy pastes now use a gzip with base64 to make them easier to paste to people
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New Hair - Slicked Back Hair
Slicked Back Hair, plus brown and black versions. All colour variations coming ASAP.
https://files.facepunch.com/daniel/1b1911b1/slack_iSpCeKUd2p.jpg
Variant attribute auto sets style
Active game page on game menu
Handle deleting panel during children tick a bit more gracefully
Remove debug text
Map selection
made quarry track animation loopable and exported with correct material name paths
Fix mask-position
Move image rect calculations into a class shared between background image and mask image
Initial `mask` shorthand support
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