244,457 Commits over 3,898 Days - 2.61cph!
merge from monument_scenes -> aux2
Scene2Scene every monument
Don't show health info on the DPV if player is mounted
Store prefab's path inside ScenePrefab
- used for PreProcess: not convinced it's critical but good to include
Add ability to toggle the feature on and off (until it's stable)
- convar `monument_scenes` turns it off (default enabled)
- add '_scene' onto end of cut-down prefab
- remap large monument prefab -> cut-down prefab when spawning & the convar is enabled
Added decay to the DPV, same settings and convars as submarines
Fix my timeSinceLastUsed not starting at zero
Merge from snow_effects_roll_back_and_meshLOD_conversion
Added auto-surfacing to the DPV - floats to the surface if unused for 10 minutes. Also don't allow up/down input if engine is off
Fixed all cases of the kitchen_cabinet_100 and kitchen_cooker prefab getting repositioned
Affected some underwater labs, desert military bases and arctic research base
Fixed colours on static ore nodes at excavator
S2P arctic research base, seems to resolve some out of date models
Fixed pipe colours on small oil rig
Fixed all of the pipe colours on large oil rig
merge from main -> monument_scenes
Merge from snow_effects_roll_back_and_meshLOD_conversion
S2P bandit, fishing A, stables A, compound (no HLOD)
Removed all RendererBatch components from CargoShipTest and enabled IsDynamic on a few missed objects
Fixed pattern sofa incorrect material
Fixed candle group fx positions now that the model has changed slightly
Fix build compile errors
Fix loading scene by path instead of by name in standalone builds
Scene2Prefab will output prefabs disabled so monuments can be moved to correct position before OnEnable() is called
- enable the prefab once the monument scene is loaded
Package all monument scenes into `monument_scenes.bundle`
Roll searchlight back to renderer lod, requires a 180 degree asset flip
Fixed powered water purifier error
Fixed industrial crafter error
Fixed powered water purifier, storage monitor deploy error
fixed bike NRE (no skinning on the bike yet)
Categorize and name all the weapon components
Remove unused log
If !IsMultiplayer, create the player - useful for if steam is down for maintenance, or you just want to do singleplayer :thumbsup:
Added a bunch of stuff to apply viewpunch/screenshake to weapons when they shoot
Weapon components can apply offsets to the viewmodel, add manual offset
Temporary code ironsights for all the other guns
Add Additive (Model Space) blend mode to aim matrix blend node https://files.facepunch.com/layla/1b1111b1/sbox-dev_GcsQxAEM2k.mp4
Keep components attached to AddToHeightMap and AddToWaterMap
Fix ControlSheet stretching horizontally
set correct texture scale in engine
Reverse depth comparison on the sampler rather than on the shader for shadows, makes this more lean
Fix SSR backtracing and confidence check ( and Depth::GetLinear() )
https://files.facepunch.com/sam/1b1111b1/cxXjDfQ2g5.png
Show variable names when inspecting prefab
Prefab variables widget, editing, grouping, deleting
Delete components in one sweep instead of as we are iterating through components
- also allows us to mark components as required by other components
Merge from fluid_combinersplitter_fix
Add shadow depth bias on matrix
Compile UI shaders for inverse depth
Delete choreoobjects and scenefilecache
Expose more spread properties to be customized
Don't display editor lobbies in lobby list by default unless you're in the Editor yourself
Update test animgraph for model-space additives
Citizen: add model-space versions of additive idle aim matrices
Fixed fluid combiner gibs using fluid splitter material, updated destruction sound
Added land sound for jumps, separate sprint footstep sounds
updating motorbike model/texture/mat/lod/gibs