243,767 Commits over 3,898 Days - 2.61cph!
Shadergraph: Add world tangent node, U and V tangent outputs
Fixed deployables being placeable on the digital clock
Generate a thumbnail when creating an organization, handle case across the site where we don't have existing images
https://files.facepunch.com/tony/1b0411b1/PbojEVIl05.png
Changed GCO category to Weapons
Smallest nitpick ever: add `cursor: pointer` to header popup buttons
Added convar for opening directory folders (only works locally)
Can be used to setup binds to quickly open screenshots/demos/maps etc
Chart entries have an explicit height, don't wrap text
More null checks in WallpaperPlanner.OnFrame
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Be more useful
Latest Apis
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Merge from world_update_2
Improved terrain blending in areas where rivers flow into the ocean
Added GenerateOceanTopology to refresh ocean topology after all monuments have been placed (fixes missing water near harbors / ferry terminal)
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Improve fidelity of wolf consecutive attacks when the player keeps walking backwards, or is standing still
WIP - began added Material for input to lighting
Ditto
Fix ModelRenderer material override not applying all their material flags, SetMaterialOverrideForMeshInstances is more reliable for material overrides. Hide material groups when using material override, they're not compatible
Add "new..." toolbar button
Remove "Add..." icon that was placed alongside assets
AssetEntry tweaks
Fix wonky drag snap when using mesh tools in a 2d view, Facepunch/sbox-issues#6108
Merge: from main
Tests: built all modes in editor
Update: RCon test page now accepts custom endpoint
Think at this point it's good enough, so I'll stop here
Tests: tested with connecting to local host
Make wolves react to lit torch swings and projectiles landing near them
Move small icon to bottom left
https://files.facepunch.com/alexguthrie/1b0411b1/sbox-dev_ErwJGSWqRl.png
Fix token
Avoid chunked encoding, serialize, deserialize ouselves
Update: RCon test page now follows log coloring output
- Parses color tags that we receive in the stream
- Recolored background to follow unity's style (since we sometimes send white colored logs)
Tests: connected to session with high debug level with colored output
PathWidget fixes
Fuck calling GetFileThumbnail(), create bespoke icons for unknown file types
I was hoping that the qt api stuff I was using here would show nice
previews, but it's just a really slow way to get the default Windows
thumbnail for a file, which kinda sucks
Takes loading a folder of 10,000 files from 20 seconds down to virtually
instant
Initial breadcrumb path widget (stole this idea from Sol)
https://files.facepunch.com/alexguthrie/1b0411b1/sbox-dev_kd5mxUPugL.png
Click path widget to edit
Update: RCon page displays Logs
- Logs the pages connection flow, rcon commands and the feed from the server
- Log scroll sticks to bottom
Tests: ran with local session
Split orbit null checks into two seperate checks to ensure target being null cant mess with the second check
Reduced the max amount of rockets fired by orbit strafe from 24 to 16
Patrol Helicopter will keep playing damaged fx alongside destroyed fx
Folder icons
https://files.facepunch.com/alexguthrie/1b0411b1/sbox-dev_ybsrWWIkvk.png
Asset types use game resource background color if available
Nav
Better lighting on material preview
Marginally better, just to differentiate from textures inside asset browser
https://files.facepunch.com/alexguthrie/1b0411b1/chrome_PKtw8FvsR0.png
Might revisit and make these animated or something later?
Test 'new entry' button, asset entries handle overlay & icon rendering themselves
New theming test for asset list
https://files.facepunch.com/alexguthrie/1b0411b1/NVIDIA_Overlay_BMbGEdG72f.png
Make missing .svg message a bit more user friendly
Follow orientation attempt 2
Catch SvgPanel NRE, Facepunch/sbox-issues#6360
Reduced wallpaper crafting cost to 10 cloth from 20, amount per craft 1 -> 2
WIP - Tidied vertex input and pixel input
ditto
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