242,927 Commits over 3,867 Days - 2.62cph!
Temporary shadow fix for sprite_2d shader
mussel clumps, mussel clump transparent, mussel tiling material
Various minor optimizations
Release all Editor Shortcuts when toggling Play Mode
Merge from OceanWreckBuoy
Merge from legacy_wood_log_pile
Merge from Underwater_divesites
Merge from temperate_cliff_rework
Don't use state object transform for editor position
Get rid of delays in random transitions
Update GameObjectNode and AssetList Context Menus to use proper shortcuts for Duplicate
Clean: fixing depr warnings in Scripts/Util
- Part of AssetStorage clean added a warning when compression gets ignored (we only have 1 use case right now, Terrain normal maps)
- Remove TextureImporter obsolete field usage
- TextureImporter.linearTexture -> .sRGBTexture
- MeshRenderer.motionVectors -> .motionVectorGenerationMode
- More ParticleSystem module usage
98 warnings to go
Tests: None, trivial changes
prepared prefab on wood pile
Force rebuild UI layout when adding new alarms
Updated sockets to make it stick to walls and be placeable on the ground (similar to the counter)
Updated guide mesh
wood log pile asset and node prep for procmap
Clean: fixed depr warnings in Assets/Prefabs
- RequestFileFromServer to use IServerFileReceiver overload + ran RPC codegen
- ClientPRCPlayer -> ClientRPC
- more using particle system modules directly
About 115 to go
Tests: checked bradley effects work, checked chainsaw effects work, checked photoframe drawing works
Allow lightweights entity components to handle RPCs
Create lightweight components that don't have the overhead of unity components
MP5 viewmodel magazine full and empty bodygroups
Create keyframes on object edit
audio playback toggle on soundtrack view
Remove D_BAKED_LIGHTING_FROM_VERTEX_STREAM from shadergraph preview
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merge from ocean wreck buoy
merge from legacy wood log piles
merge from divesites branch
Merge from arm64_native_libraries
Basic pointer controls
https://files.facepunch.com/ziks/2024-08-06/sbox-dev_Q4tC3UdMFN.mp4
Added back old arid rock formations in procmap stack
removed stone splat from medium rock formation prefabs
Added custom sorting mode - uses a snapshot of the current state of the container and will try and recreate that
Still WIP, has some issues
Leaderboard backup, run #
12991