243,659 Commits over 3,898 Days - 2.60cph!
Reverted incorrect change to PageMedia prefab
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PanelTraversalSystem: Refactor, no more block size, don't use GetPanelsAt, filter root panel descendants by on-screen, eligible panels, then rate them
Set some defaults now stuff is working. Set authentication=true, fakeip=true, and sharedqueryport=true. Servers can be queried in-game, and hide the real IP of the dedi, can be connected to via fake ip or steamid. Oddly though, the Steam Server Browser does not list the server, unless fake ip is off - can look into resolving that later as I don't know who really uses that
Adjusted text sizing on gesture wheel reset to default button
More configuration for debugging purposes
Fix compile error, remove debug log
Fix IP Address byte order retrieved from server list
Add steamnetworkingfakeip to steam headers vpc ..
Make sure we disconnect from the network when exiting the game (especially for dedicated servers, we need to clean up properly)
Request and use Fake Ip when starting a dedicated server (test)
Only pass the result, its all we need anyway
Move net config bootstrap stuff to c# so we can set it there, now can be set after steamgameserver init too for custom opts
TilesetTool draws grid at the TilesetComponent's position so the grid is actually aligned to the object
disable TOD dithering, redundant on top of global post process dither
Gizmo.Draw.Grid can be drawn at an offset
Added "emit to maintain count" particle emitter
FIxed crashes with particles getting insane particle count
This was due to "emit noise" emitter
Remove unused field from C_OP_NoiseEmitter
Matching CS:GO code, it was never initialized.
Fixed some props in Portal 2 appearing rainbow-y
A hack to not use missing shader combos
emit_continuously additions & changes
Added fields "emission count scale control point" & "emission count scale control point field"
Added "emission_start_time max" to "emit_instantaneously"
Enable DMX versions 3, 4 and 5 loading
Mostly intended for PCF, saves still as version 2.
This should allow Portal 2 and L4D particles to load correctly (excluding missing particle operators/renderers)
Adding new catapult skinned mesh
Stun list test, fix game server callbacks for real, implement in dedi server
Update .gitignore
Update libraries
Add Input.config
Fix obsoletes
Fix broken floor colliders
Update .gitignore
Hitting something with the battering ram damage its head
The ram is unusable when the head is too damaged
You can repair it using HQM
Fix player copy tool material disk cache comparison (last issue)
Fix Prefab Tabs not having a Context Menu, can now Show Prefab in Asset Browser
Added Sound Point Prefab Template and fixed Soundscape Prefab Template
https://files.facepunch.com/CarsonKompon/2024/November/06_13-23-RubberyNeondwarfgourami.png
Fix not being able to right click a scene/prefab tab if it has unsaved changes
Make Right Click clear in the Collision Matrix since the tooltip says it should
SoundComponents now use the AudioDistanceFloat controls for Distance. Updated SoundPointComponent gizmos.
- Upped crossbow built in magazine to 4
- Enabled fractional reload
- Manifest
Initial item setup, just a duplicated crossbow for now
Extend lod1 to 50m (helps hide sharp lod transition from lod1 -> lod2)
Remove unused OpenXR launch environment variables
Update Facepunch.XR to ec56d1c119e0251cbc105be8a26792e266b68ed3, fixes some minor launching issues
VR hand component fixes
VR world input component
Remove unused VR bits in MenuSystem
Basic VR scene menu, loads automatically if VR is enabled
Add CommandList
* Add CommandList
* Add CameraComponent.Hud
rename RenderBuffer to InsertList
Impose use distance on request raise
merge from media_projects
Codegen (was getting errors)
Multicast action graph delegates
https://files.facepunch.com/ziks/2024-11-05/sbox-dev_ntUf9trdvk.png
Bugfix: patch sheared frames when exporting json snapshot
- In Editor EndOfFrame is called as part of nested GUI, which our profiler shears apart. For now we inject additional marks to maintain callstack structure
- left a TODO to properly reconstruct a sheared frame
- For now expanding frame scope to cover sheared period
Tests: exported craggy snapshot and opened in perfetto - no more randomly trashed frames
Fix occlusion not using proper listener position and constantly overriding the target
Additional checks when loading JSON bindings, don't poll for hand tracking if instance doesn't support it, make sure we have an instance
dropped block scale a little
Fix tileX & tileY not being set in generation cfg
when the tile generation config was created.
This caused all sorts of issues, e.g. incorrect bounds, overwrites of tiles that were already created...
Also don't pad tile bounds on z axis.
Only reinitialize navmesh if tile related properties change
Make navmesh generation parallel & thread safe
Optimization: Shrink tile bounds (Z axis) before generation
Fixed SKS description using the SAR token
Fix component template not adding the new component