223,938 Commits over 3,684 Days - 2.53cph!
merge from sentry_improvements
Replace forward slashes in branch with dashes
merge from sentry_improvements
Include server address & version when reporting client errors
Allow scene maps to be created in menu context even if the scene world isn't transient, menu sometimes creates non transient worlds
Always render shadows if sky is visible on stationary direct lights
Readd FlushScratchRenderTargets, that's resized to the monitor screen anyway when you open a tool if you need an expanded viewport
Added Empty Rifle Ammo Box Prefab
Added Half Full Rifle Ammo Box Prefab
Assigned Different Rifle Ammo Box Material Variations to Empty/Half Full Prefabs
Updated frozen effect
Updated fear effect
added screen blood particle
Update .addon
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Merge from main -> gameplay_metrics
merge from ai_aboveground
Update scene with navmesh obstacle prefab.
s2p.
fix a gap in the fence obstacles
Use PackageReference for referencing packages, References for referencing assemblies
The fuzzy search in FindCompilerByName was getting messy, so that's replaced with FindCompilerByAssemblyName / FindCompilerByPackageName.
Also this fixes changed library packages not marking dependent compilers for recompile (#956)
Fixed test passing for the wrong reason
Rename Compiler.PackageReference to PackageReferences
Don't fast hotload if a referenced assembly has changed
More assembly / package reference strictness
Made generic method resolving / comparing stricter
We need to re-resolve all member references in fast-hotloaded methods
This fixes references to types from fast-hotloaded referenced assemblies
More precise logic when deciding if a referencing assembly can be fast-hotloaded
Constructor resolution regression fix
Some cleanup in ILGeneratorExtensions
Hotload.GetMethods helper now matches name
Access control now caches assembly definitions by name + version
Fixes issues where hotload requires a specific old version
Assert that the correct assembly definition version is resolved
Keep exactly the outgoing assembly definition cached, but dispose older versions
Clean up AccessControl.Resolve a bit
Assigned Rifle Ammo Box World Model Prefabs to Rifle Ammo Item Prefabs
Added fence navmesh obstacle prefab
Setup Rifle Ammo World Model Prefabs
Setup Rifle Ammo World Model Material Variations - Explosive/HV/Incendiary
dash fire upgrade
healing bullets upgrade
Fix eye shader disabling depth prepass for the entire sceneobject
Re-enable spawners on my branch
Disable above ground spawners for now.
Enable force collect terrain for navmesh.
Scene.
s2p.
merge from ai_aboveground
Added optional tint randomization to "Rust/Standard Blend Layer" shader set
fixed quarry_deployable_atlas_b_normal channels needing to be szwizzled/flipped to display correctly.
Avatar: Focus on the face, no matter how short they are
Citizen/animgraph: fixed the scale_height min & default values being swapped (oops)
Updated the FBXs and beam's normal map for the quarry deployable
ServerContent -> ServerContext
Citizen/animgraph: removed restriction on scale_height feature
You are still very much advised to keep the value between 0.8 and 1.2, but if you want to set it to 2.0 and create a noodly-limbed monstrosity, you may now do that without having to edit the Citizen animgraph.
Merge branch 'master' of sbox
Save/Load map addons to PackageReferences properly
Get rid of blend mask from non blend material api
Quick play around to see if a static API for HTTP is good
Add some methods for easily handling JSON requests
Move access checks over
Add optional params for headers and cancelaition tokens
Obsolete Sandbox.Internal.Http
Update WebSocket header handling
Move Http into Sandbox.Game to align with the public WebSocket class
Tests fix
More tests
Access list changes to allow HttpResponseMessage and HttpContent classes
Have to specify what http uris you want to use in project settings, menu ignores this
Quick doc pass
Test some additional uris, fix equal uris not being permitted
Delete ShadingModelStandard, it never really worked but if you were using it for some reason use ShadingModelValveStandard instead as that'll stay backwards compatible.
This probably shouldn't be a break, it's gonna stop remapping normal/rma on old glass materials otherwise
Don't define standard material inputs if S_MULTIBLEND is set, this is the best way I can think of to reduce samplers on blendable without breaking backwards compatability.
I don't see much reason for this stuff to even be in common, it's pretty hyper specific to the blendable shader.
Also will get rid of the bullshit first input from an artist workflow: https://files.facepunch.com/yourname/1b2111b1/sbox-dev_kGyz4UAlhq.png
Citizen/clothing: updated v-neck t-shirts to latest rig & reskinned them
Merge branch 'master' of sbox
When adding a manifest, work through EditorReferences too - and handle package names with versions (kind of)
Move AssetPublishConfig to tools.dll
Can set MetaData value to null to clear it
Don't show special context menu options on map projects
Use EditorReferences instead of cloud_packages in map config
Automatically convert map project to content project
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