248,620 Commits over 3,928 Days - 2.64cph!
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Clothing ui adjustment + camera
introduced manager class that allows marching cubes to be enqueued and then processed in parallel (only iterating and processing thoses that have requested it)
- parallelises the marching between systems
- parallelises the physics mesh baking across job threads as well
Call PlayerDresser when removing clothing of the same type
Flag scene unsaved changes in a better place, fixes not being flagged in some cases, Facepunch/sbox-issues#6799
Consistently style scene tab titles in titlecase
Bugfix: various ServerProfiler fixes and improvements
- Account that native strings are not null terminated when doing unmanaged string comparison
- Filter out native profiler funcs from annotation
- Unregister profiler callbacks when stopping play in editor (this would cause mono crash on repeat plays due to GCed callbacks)
- Reduce scope of unsafe keyword (as some funcs are safe)
- Replace test-run annotation with fully enabled one
- Hook in on frame end to count frames
Tests: Started, stopped and started the game in the editor. Wrote some simple test code to validate StrEq. Validated in logs that native serverprofiler functionality is ignored.
Added a bunch of clothing helper functions and automatically load equipped clothing on start
Added `unlock_clothing` command
Can now unequip clothing from the clothing menu. Hooked up IsEquipped indicator
Weapon wip
Reduce player slide down slopes
Ue ITemporaryEffect
Multiplayer fixes
Improve Bootstrap::Init error output to show diagnostic errors if they exist - we get a lot of users asking about this, and the original exception is not very useful
https://files.facepunch.com/tony/1b0411b1/sbox-dev_GUQ7oMB8Eh.png
Fixedupdate on fluid simulation, smoke
Don't display Layers in the TilesetComponent, only in the TilesetTool so it's less confusing (hopefully)
Don't display Surface Properties in Tileset Tool
Refactor TilesetComponent so the Collider is a separate hidden component used invisibly.
Moved TilesetComponent Collision variables into their own feature tab which can be removed
Fixed "Set as Collision Layer" not instantly rebuilding Collisions
Don't show Collision Variables in the TilesetToolInspector
trying glass decal as masked, with front culling to soften the look
Fixed smg showing shell in the magazine too early in the animation
Desaturated catapult hook albedo
Polish to battering ram. Added decal components to entity.
Download initial server packages (on join) in parallel, Facepunch/sbox-issues#6786
Tweaked battering ram seat position
Adjusted steering wheel min max angles, added playerModel steeringTargetDegrees
disable Halloween Dungeon spawns
sks viewmodel - reduce rotation sway to fix arms clipping camera
Update Facepunch.ActionGraphs
Fixes Facepunch/sbox-issues#6736
reduced per-cube temp allocs
lookup workarounds for unapproved salvage sword and stone pickaxe
Update: Filter instrumenting anotations based on class and namespaces
- Added reporting of class and namespace into annotation log
Currently only skipping ServerProfiler itself to avoid a recursion when invoking callbacks (will be tested in next submit).
Tests: pressed play in editor - saw the instrumentation logs
Possible fix for Facepunch/sbox-issues#6736
Fixed siege tower raising
Tipped over siege tower wont parent players inside allowing to be used as combat cover with minimal glitching
Fix SoundEvent JsonUpgrader only working for certain formats of RangedFloat. Resolves Facepunch/sbox-issues#6790
Map Updates and Test scene
BRZone material visibility improvements.
Fixed gap in battering ram drivers seat
Updated fuel gauge position and seat position on battering ram
new Model.Attachments API
Remove Log.Info in AssetBrowser
Add CreateAttachments property to ModelRenderer
Simplify skeleton bone rendering
Merge from mixingtable_click
Correctly respect max item stack sizes
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converted to use burst and the jobsystem
- still needs thought on multithreading, but about a 10x speedup from burst usage already
Moved steering wheel of battering ram forward (WIP). Secured some floating pulleys.