248,620 Commits over 3,928 Days - 2.64cph!
Add temporary workaround for not being able to access PrefabInstanceSource for already-broken prefabs
Clean: use a cast instead of new expr
Also dead static removal
Tests: none, trivial change
added rock_scatter meshes
Speed up world gen
https://files.facepunch.com/ziks/2024-08-15/sbox-dev_eWK5BoSjtT.mp4
Fix some warnings
Added View Model and World Model for the Wallpaper Item
Setup Wallpaper Viewmodel and World Model Material
Have EntityQuery.ProcessInSphere<T> cast to the chosen type, fix wrong time warning labels
green vintage wallpaper skin files
Merge from jobify_ocean_sim
Spawn props on clients too, only network prefabs with NetworkMode.Object
Expose parameter for biasing towards plains or mountains
Rock node / fragment features
Hook up some more world features
Added event folders to archive directory
Leaderboard backup, run #
13204
Added new bandit camp + harbor menu background videos.
Replaced some existing videos with higher quality versions.
Removed old/outdated videos.
Scene improvements, testing a right hand IK controller for easier placement during editing
Moved menu video archive folder to editor assets directory
Use the diff of the pose instead of saaving the whole pose, ensures any zeroed out poses are accurate to the underlying data
Added an ADS version of the rifle poses
Simplify blend to just work between two closest points, works a lot better
Fixed missing capitalisation on item name
Added a new Particle system Ik fix using a new component - ParticleSystemPostIK
Instead of manually repositioning each particle in a job like the old system, this just runs Simulate in a LateUpdate after the IK pass so we preserve all the behaviour of the particle system
Requires Particle Systems to have Play On Awake turned off, so this won't work for systems that need to be toggled on and off
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pickaxe, gem
tweak crayon
bounty sfx
war medal, relics can cost HP
Merge VehiclePlayerColliderFix -> main. Fixed out of sync mounted player colliders.
Disabled ToggleVisiblityTrigger on canyon volumes (WaterCullingVolume should handle the visuals)
Add texture size to palette
Implemented WIP digital clock art
Tweaked the deploy volumes so you can't deploy it on itself
Citizen: fixed accidental FBM embedding of Citizen textures in an exported mocap take file, which was causing ModelDoc to extract the folder every time it compiled the VMDL
Citizen/animgraph: added experimental dota-style turn poses. Disabled for now because the parameter is not working correctly in-game and I don't have any way of troubleshooting it
Fixed fishing not working in the new lakes and oasis's
See new LakeWaterBody prefab
Fixed Arrow Keys Inputs not having correct name.
Fix Default Inputs like "Forward", "Backward", ect not being override-able (was prioritizing internal defaults over Project Settings)
Fixed Construction and TinCanAlarm empty phrases blocking phrase update
merge from buildingerrors_improvements
When showing the not enough ressources UI, hide any ongoing error toast and vice versa to avoid overlapping
errortoasts_debug is now saved to ClientInfo so we can get it server side when logging construction debug from the server
Merge from elevator_parenting