250,531 Commits over 3,959 Days - 2.64cph!
Merge from world_update_2
Nicer display info for interface types, icon for event methods
Added scene.run node
https://files.facepunch.com/ziks/2024-09-19/devenv_VvsrGGEi2v.png
https://files.facepunch.com/ziks/2024-09-19/sbox-dev_JdyfR5LSEQ.mp4
update non-convex mesh tool to check for deployables that place onto slots without socket chekcs
Convert existing darts to use dartmod
Update MethodBinder.BuildCall signature
Update: ItemRemove now schedules self recycling on Client
- subject if ItemManager.EnablePooling is set or not
This can automatically handle cases where we have client-side WorldItem & ItemContainers storing client-side items(amortizes synchronization) - but needs code fixing for that.
Tests: Tested dropping items(with pooling disabled it's ok, with enabled it's borked), equipping armor(same) - will fix in next CLs
Expose MethodCallNodeDefinition.GetBinder
bumped exception report message max size to 600 and tied it to a convar (can't be set lower than the original maximum)
- this codegen also includes the new servside ragdoll default convar from
104903
Merge: from main
Tests: Build Server mode in editor, all good
Clean: comment explaining Client-side exclusive ItemManager use
Tests: none, trivial change
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Merge: from main
Tests: editor build for all modes(Server borked, but fix coming)
Bugfix: Don't leak pooled lists in RunInRadius<T>
Thanks for the report!
Tests: ran admin commands that would generate a leak - no more.
Leaderboard backup, run #
14068
animation: none clears animation
Clear ragdoll bone initial positions after using them
use default depth_only combo for skin
Remove F_DISABLE_Z_PREPASS from shaders except if you want it explicit, remove it from eyeao until we recompile shaders
Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did
I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler
VrMonitor goes long unused since we removed SceneMonitor & VR Multiview
Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao
AO on lighting pass
GTAO stub, remove sdf.hlsl (until we meet again 🫡 )
Iterate gtao
Merge from world_update_2
Fix Duplicated Entries in Create GameObject Menu
Tissue Box and book mesh and texture update
- updated Tissue box mesh collision and 2D texture pass
- fixed Book mesh issue and texture density
Add sbyte, short, ushort to IntegerControlWidget
Fix model physics positioning physics from render bones without the renderer world transform when scene model doesn't exist yet
Fixed collision issues in cliff_jutting_d
Set biome visuals for all huge, large and medium rocks so that they have biome matching colors
Reenabled rock formations in arid
Made small rock formations spawn in arid
BR zone lines display on water surface and terrain underneath
Only enable physics system in editor while using physics tool
hc revolver - fix for showing too many shells in the reload ( now hides 3p fx when in 1p)
Update: ItemManager is available on the client
- Like server, ticks in the background and cleans up items
- when creating/loading items can optionally specify whether it's client-side or server-side item (checked in exclusive modes)
- Made EnablePooling a replicated var, it disables clientside effects
We have a bunch of client-side item allocations that we don't correctly clean up - this will help deal with that.
Tests: built all modes in editor
Auto start simulation on grab https://files.facepunch.com/layla/1b1911b1/sbox-dev_8C4a7S0Nfm.mp4
New large coastal rock formations
Converted coastal rock terrain filters to use radius and added decor checks
Tweaked all coastal rock prefabs to prevent overlaps
Tried to make coastal rocks spawn only next to cliffs
Added arctic variants of jutting cliffs
vm hc revolver anim event update
Block tool switches to object mode after creation
Add space shortcut to toggle simulation
Stop simulation on selection change
vm hc revolver - tweak to anim event to spawn shells
Use different img for sprite
- Radioactive water now inflicts damage on the person carrying it.
- Fixed uncessesary send update rad checks