243,889 Commits over 3,898 Days - 2.61cph!
Remove AmbientLightSH from lightbinner, Directional Light doesn't control ambient color anymore, this is a visually breaking change, I'll see to put a better replacement to existing things
Set skybox as global cubemap
Be able to sample cubemaps from any resolution, use diffuse cubemap as diffuse indirect illumination if no GI in scene
updated vcol on decals to tint the recent decal albedo changes
Use map marker for vendor instead. Remove ability to see what it has in advance through a vending machine icon.
Add BBox + Sphere GetVolume()
Call AudioProcessor.OnDestroy properly
Make DspProcessor public
Store and restore Mixer config when playing game in editor
Update Processors in mixer UI to show enabled status
catch and report exceptions when disposing GameObjectSystems
Dsp tweaks
Round prices up to the nearest 5 to make them look nicer
Ensured ring road will be found if one exists on the map. Fixes problem stopping vendor from being spawned on a totally fine map.
fix material assignment on storage warehouse trims.
Fixed line anchors fuckery again
more work on geo for storage warehouse.
handcuff viewmodel animation updated
Re-organise project, swap naming for public/private headers (now fpxr.h and fpxr_private.h)
Try out blame ignore revs
Block unlock minigame in wounded states
Move around some buy system code, not dictated in the player now, added event where rules can control buy menu
reverted changes to workers_house_generic_trims
Call ProjectSettings.Reset in ResetEnvironment
Store CollisionRules from Project Settings in ProjectSettings static class - update it when project settings change. Physics worlds using this reference should update automatically
WaitForPlayers logic change
Resets timer while < MinPlayerCount are connected
Skips if >= SkipPlayerCount are connected
merge from wire_slacking/optimisations
Resize the arrays if we're adding more than 18 points to the line (creative mode allows for 999 points)
Re-implement kill / objective rewards
Fix player joined chat entry being doubled
Addition of compute shader version + minor changes to PS shader version and UI
ditto
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Fall back to UnknownStackLineHandler if file name is missing
Fixes ILHotloaded method stack traces showing nothing at all
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Make Gizmo.Control.BoundingBox much more visually simple
Json Serialize Sphere properly (!)
Gizmo.Control.BoundingBox - adjust depth bias so we can always touch the handles through geo
This reverts
Expose NavAgent.Velocity setter
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Increase unlock timer from 5 to 60 seconds to match design spec now I'm not unlocking them constantly in dev.
Added handcuffs.UnlockDurationMultiplier replicated var to save time when testing.
add support for multiple scene views, orthographic scene views, and configurable grid axis
add keybind to cycle camera plane around selection
refactor bits into SceneEditorViewport, re/store gizmo settings alongside viewport cookie
rework to single layout and splitter, disable new tab creation for now
add support for per-widget toolbar actions
save/restore sceneview layout
move viewport/instance gizmo settings to EditorCookie from ProjectCookie
move save/restore viewport cookies to addon space
no reason to copy+set camera transform anymore
use active SceneOverlayWidget directly
use a single toolmanager instance
fix nudging
remove some global gizmoinstance refs
tuck camera alignment shortcuts away in camera menu
maintain layout config when toggling viewport fullscreen
remove log
camera fixes: make orthographic clipping more predictable, add smooth(er) perspective/ortho transitions, fix gizmotest widget, reenable scene camera copy
add setting to lock scene camera rotation
fix incorrectly sized gizmo hitboxes in ortho view
replace remaining direct scene camera transform accessors
tweak sprite gizmo hitbox scale in ortho views
cleanup scene tick/draw flow with multiple viewports
replace legacy global GizmoInstance
snip unneeded multi-tab leftovers
use state/gizmo settings for scene view control
replace remaining ray length with Gizmo.RayDepth
don't try to save scene-specific viewport config for untitled scenes
use alternate check for IsUnderMouse
move viewport settings to ViewportState from GizmoSettings, use shared gizmo settings for all viewports
shift camera settings to EditorPreferences, simplify viewport options
restore single EditorScene gizmo settings
revert camera extension changes, fix pan and orbit zoom, tidy
use hammer's linked splitters for uniform viewport resizing
Misc fixes
Move EnablePostProcessing from GizmoSettings to ViewportState
Default each viewport to a unique perspective
Fixed held (but unlocked) handcuffs keeping your inventory locked after surrendering.
Disable UIBlackoutOverlay if in debugcamera
Update RustNative.h to latest version
Merge branch 'master' of Facepunch.Raknet
Expose Sphere
Add ControlSheet.CreateLabel( SerializedProperty property )
Add [InlineEditor], which will make structs editable inline when applied to a property
Improved monument splats/biome/topologies
Enabled topology override
Fixed flipped normal map on brick pile