96,005 Commits over 3,622 Days - 1.10cph!
Fixes for icons in previous commit
Vitals don't use animators, cleaned up
Fixed some pow-related warnings again (lost in merge)
Updated Cliff and Cliff_Basic to new HD/Lit ASE template
Renamed TerrainASE to Terrain
Renamed FoliageASE to Foliage
Renamed FoliageBillboardASE to FoliageBillboard
Removed Terrain shadergraph
[D11] [UI] Stat values use thousands comma placement.
Switched terrainASE to new HD/Lit ASE template and removed vertex based carving due to low terrain tess
Subtracted vertex-based terrain carving; not enough tessellation
Fixed time scale affecting debug camera movement
Added optional save name parameter to debugcamera_save and debugcamera_load for multiple save / restore slots
Added debugcamera_autosave and debugcamera_autoload to automatically save and load the debug camera state (separate convars to enable certain use cases)
Added zoom to debug camera state saving and loading
Added camzoomlerp (like camlerp)
Disabled noclip toggle and server input (vehicles) while in debug camera
[D11][UI] Removed sleeping players form connected players screen. Implmented getting banned players method (WIP). Splitting amount will show on split target
Updated all foliage materials
Couple more fixes on foliage shaders
~Removed foliage shadergraphs
Small change to flag rotation calculation.
Regen foliageASE and foliageBillboardASE
Updated ASE hd/lit template to latest
[D11] [UI] Fixed leaderboards not showing profile name on quick stats panel. Decreased delay time slightly.
Fixed compile error in BaseRidableAnimal (framebudgetms was ClientVar instead of ServerVar)
Fixed compile error in IOEntity.OnDrawGizmos
merge from wires_and_powerlines
[D11] Fix for launch site missing train tracks
[D11] Fix for transform being wonky when building assets with a non-identity transform
[D11][DTLS] Terminate the connection if the outgoing message buffer has got too large (i.e. peer isn't keeping up).
Removed Vulkan graphics API from Windows asset bundles
Added "MinWorldSize" and "MinDistance" to MonumentInfo so it can be specified per monument
Added large monuments back to small maps (launch site and excavator still require at least 3500 world size)
[D11] [UI] Removed Global Stats button for now. WIP Cleanup in Leaderboards and PlayerQuickStatsPanel page to store the data when other data is loaded instead of attempting to retrieve it each time we change selection (might be faster this way).
[D11] [UI] Leaderboards visual tweaks. Changed player quick stats retrieval to wait for navigation to finish before loading.
[D11][DTLS] Reduced some more server log spam.
[D11][DTLS] Increased outgoing message throttle rate. Don't send acks for every message in the batch, just the end sequence - traffic optimisation.
[D11] [UI] WIP fixes to address control config issues when holding a building planner.
Deleting x86 versions of libRustNative, libRenderer
Support for an octave shift set of notes - hold a button (defaults to keypad enter) to access another octave of every note
Hooked up another octave on the piano (defaults to 3, can access 4 by holding octave shift button)
Supports console bindings eg. "playnote d3#" or "bind n playnote d4"
Fixed console bindings not working on mountable isntruments
Add brake inputs, refactor throttle input
Vehicle physics and visuals work. May revert some of this - trying some different options for wheels and friction. Network protocol++
Don't run IK update on server
IK should match up over network
Support for non-standard IK transform space (for held items)
IK pass on drum kit
Show all ik points as gizmos
Cleaned up duplicate piano and drum kit sound definitions
Fixed some keybinding issues, fixed dedicated sharp keys not doing anything
Cleanup logic to potentially support more notes
Player model IK support, assign an IK target per note and move hands to appropriate location
Applied all feedback tweaks.
Putting the more radical changes on a branch to get the no-brainer ones in sooner.
Revert/disable water body until shader is ready
Fixed error in foliage-billboard
Testing terrain carving via vertex culling instead of per-pixel clip