248,634 Commits over 3,928 Days - 2.64cph!
Update: Invoking of profiler method annotation filter works
- Instead of hooking in we rely on Unity's assembly initialization to invoke us first - seems to be early enough, but we'll see
- Store profiler callbacks to avoid GC cleaning them up and crashes in mono
- Add compile guards (for now allowing to run editor to test)
Tests: launched in editor, no crashes and a lot(112k) of debug logs indicating what gets annotated.
Fix regression from HBHF fixes that causes building blocks with no TC attached to use TC of nearby but unattached building blocks
Fix player body visibility
Make player body always try to face the way we're looking
explosion force
show run time while planner active
change freezing
balance
charge difficulty
runner jumping
Update SpriteTools
Fix CharacterSelectModal
Cleanup
Remove the WIP ParticleTextRenderer Component now that it's in-engine
IsTipping wont be called if tipped
Split off IsTipping and IsTipped flags
Only enable is tipping if we are starting to tip and not when we are on the ground
If tipping over turn on a trigger to hurt players inside
Siege tower now sets flag should it be tipped over
Quick fix to diving outfit
Merge branch 'master' of sbox
Citizen/animgraph: removed several unused parameters + skid now relies on 2 new parameters, skid_x/skid_y, instead of move_x/move_y
Battering ram door prefab
t1 smg balance and techtree
- Added methods to check if siege tower is tipping over or has tipped
- Moved them into BaseVehicle
Battering ram back door physics tests
Fix readonly string control widget
Add top secret hidden feature to wolves
Fixed bug preventing loaded horses that are towing something from being detached
- Ensured ride horse shows up first instead of tow/detach (again?)
- Fixed NRE with random.range
Tiled rendering for volumetrics https://files.facepunch.com/sam/1b0111b1/GsS5a4ZBVu.png
Fixed climbing ability not checking collisions properly and instantly dropping a grate at certain angles
- Improved rope tension values
- Fixed weird rope wind amplitude
- Tweaked wind values with some more randomness
Added DisableFollowCam to CameraTrigger
- Adjusted wind amplitude
- Adjusted connection points
Fixed TransformLineRenderer NRE
Enable horse siege harness if is towing flag enabled
Cutscene NPC mixer fix
Camera doesn't turn automatically when running backwards
Move NPC Mixer from Game Mixer to Master
Hammer GameObjects (#1675)
* Hammer Scene is serialized in MapWorld and gets written into VPK as world.scene_c
* MapInstance additive loads the SceneFile from inside the VPK
Tie Meshes to GameObject:
* Replaces Entity
* GameObjects with meshes tied have a HammerMesh component which procedurally creates a ModelRenderer and ModelCollider
* HammerMesh is setup at map compile time with generated models.
Editor:
* Add HammerManagedInspector which can take over native inspector if it likes the MapNode type
* Add HammerSceneEditorSession for handling saving properly
* Gizmo interactions work in MapView, Hammer gizmo selectionset syncs with native selection set (native has authority)
* Clean up MapView loop: run Scene.EditorDraw() for gizmos, remove old Entity.DrawGizmos
Hammer Outliner:
* Managed sets DragData of map nodes in Hammer outliner
* Defer selection until mouse release so it acts like our managed treeview, allows dragging without selecting instantly
* Removed duplicate entity list
* Add "Create Game Object" button
ActionGraph:
* Add MapSourceLocation for editing action graphs in .vmap files
* Open source map when inspecting graph from .vmap
* Parent action graph editor to hammer window if editing map graph
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Co-authored-by: James King <james.king@facepunchstudios.com>
lowered guide mesh pivot to be the ground
rotated back door up
removed wheels off of rear door
Cleanup
Set native modified flag using SerializedObject callback, also emit EventMapNodeDescriptionChanged_t for the outliner
Fixed the siege harness in testridablehorse after the merge
further marching cubes work
- separating sculpting data from marching cubes view through a sampling interface
- pruning pass after initial generation to merge duplicate vertex data (21k verts to 3k verts in current test setup)
- some vertex generation changes that would let us interpret non-boolean datasets better
Refinery updates
catwalk work
update some particles
new drowning mask
small adjustments
Get rid of map
Update sbproj
Don't tick this if we're not in VR
Remove old VR stuff
Battering ram constructable prefab stages
Can rotate and scale map game objects