250,736 Commits over 3,959 Days - 2.64cph!
merge from world_update_2
Merge: from main
Tests: editor compiled
Initial
Assets have colors - these all suck right now, will go back through and pick some less sucky colours later
New styling - gradient background, mini icon, etc.
Search widget
Type / tag filters
Asset categories / grouping
Search impl
Asset popup, will turn this into something more tooltip-oriented later
Breadcrumbs
Rebase fixes
Update: Assertions to catch leaking ItemContainer on init
- Removed lazy cleanup on init - due to Load-Init flow it's dead code
- Removed a redundant ItemContainer.Clear call
Tests: Booted Craggy - no asserts. Booted a save game from a proc map - no asserts.
Update Facepunch.ActionGraphs
Get rid of old hack to re-use ActionGraphs between tools and game
Serialize invalid Components / GameObjects as null
Don't call PostDeserialize multiple times for child objects
Keep track of source resource for ActionGraph instances
Also fixes case where prefab ActionGraphs wouldn't get cached properly
Improved inspecting experience with ActionGraph stack traces
* Include source location in stack trace
* Opens the containing scene / prefab when inspecting an ActionGraph stack row
Include ActionGraph diagnostics in console
Graphs need to be loaded at least once for it to know about them
Update AssertNoGraphErrorsInScene test case
We were double-counting prefab ActionGraphs before
Update Facepunch.ActionGraphs
More precise ActionGraph caching / simplify SourceLocation
Fix scene ref nodes breaking if not compiled immediately
Fix access control error for custom GameResources
Remove log
Update Facepunch.ActionGraphs
Make sure action graph debugger inits immediately
Fix possible error when saving GameResource action graph
Shorter ActionGraph diagnostic message category
Update cached ActionGraphs when re-deserializing GameResources
Backups; pose collection, cine prefab variants
merge from world_update_2
Clean: removing redundant ItemContainer.Kill calls
- Removed a comment since it became obsolete
Returning to Pool will "Kill" them.
Tests: None, trivial changes
Restrict storage barrel being able to be placed deep inside the world layer
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Merge from elevator_parenting_collision_improvements
Leaderboard backup, run #
13996
Fix Scene2Scene process running HLOD generation 3 times when generating prefabs and scenes
Only run the first bake, subsequent HLODBounds generation calls will use cached mesh and materials (still runs everything else)
Needs to be implemented when calling the S2P generation methods (see HLODBounds.ResetMultiBake in SceneToPrefab
merge from fix_ramp_wall_placement -> main
Fix wall placed beside ramp not able to be replaced after it's destroyed
- applies to all walls: full size, half size, doorway, frame, window & low wall
- https://files.facepunch.com/jakerich/iojYkzF7bnBKc9Sp/b0nGqYrAiPHtL3Zz.jpg
Merge from world_update_2
Rework UnwrapBakers final asset output process to update and resave assets instead of deleting and recreating assets
Fixes Scene2Scene workflow missing HLOD meshes because subsequent runs would delete the assets, losing their connection
merge from fix_foundation_terrain_placement -> main
Update of map + quick resize of coins
initial viewmodel base rig file, anim clips, animator and viewmodel prefab setup
Merge from world_update_2
Map update and Wooden Crate
Fix foundations not being placeable when the middle is clipping into terrain or rocks
- as long as one corner or edge of a foundation is still above the terrain, it will place
- still block placement if the foundation is completely under the terrain
- add new SocketMod_Grouping to control multiple socket checks (which is how it checks multiple points on foundation)
- applied to both square foundation and triangle foundation
Human: more skinning tweaks
Can punch stuff with phys
Slight shader adjustments
Tileset layering fixes, bounds calculated per-layer
Converted hill cliffs generation to PlaceCliffsUniform
Lowered LOD distances on all cliffs
Added TilesetComponent.LayerDistance
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add smoothness and specular reflectivity multipliers to splat base layers
re-exported viewmodel mesh fbx to face positive z
Always do light footstep particles
Added SFX for begin and end running state. Also added wooshing sfx and speed lines while in running state.
Better sprinting feedback, updated particles, Punch ability no longer starts in improper state. Fixed footstep particles spawning in the air sometimes.
Better feedback from punching, particles when swinging, punching cancels running speed.
Added SFX for Punching, Swinging, and Breaking Punchables
Added Punchable.IsBreakable so not all punchables can be destroyed
Case sensitive include (Linux compile fix)