249,482 Commits over 3,959 Days - 2.63cph!
merge from codelock_playerprefs
merge from dome_collider_fixes
merge from industrial_adaptor_movement
merge from SBToolCupboard
Revert "Add LargeNetworkFiles table"
This reverts commit 7365c616af37ef1665abe4961344013815e89b70.
Accidentally rebased master onto a branch - Metapyziks
Add LargeNetworkFiles table
Respect JsonIgnoreAttribute when serializing component properties
We were already checking it for fields
Update player_aces postpro prefab
adjusted serverside player colliders while ragdolling
Add LargeNetworkFiles table
Support more than 1 gamepad input action with the same button
crustaceans upscaled and added transparency, fish swim prefabs (unused currently) , barnacles tiling first pass
Fix errors when first creating terrain, make sure it's all updated, don't render without storage
Only recreate clipmap if we have to, this takes time to build
Created EditorKeybinds.cs with a few starting keybinds
Move Keybinds into EditorPreferences since that makes more sense
Add RegisterShortcuts() function whenever shortcuts are registered and use the EditorPreferences keybind instead of hardcoded string
Added Editor Keybinds page to EditorPreferencesWindow
Subscribe all RegisterShortcut voids to keybinds.update EditorEvent
https://files.facepunch.com/CarsonKompon/2024/July/10_21-46-TautDuck.mp4
Create shortcut for EditorCycleViewMode
Make Keybinds page scrollable, add Reset to Default button, and add Are You Sure popup to Reset button
Use TitleAttribute for keybind names
https://files.facepunch.com/CarsonKompon/2024/July/10_22-23-FakeGourami.png
Add AllowModifiers to KeyBind widget, set to true for Editor Keybinds Page (Allows you to bind CTRL+SHIFT+ALT+Whatever)
Some FileOption binds, but they dont auto-update yet. Will need to find a good way to do that for Option entries
Call keybinds.update EditorEvent on Reset to Default
Created EditorShortcuts.cs to eventually replace EditorPreferences.Keybinds
Need to call this after EditorTypeLibrary is created
Register shortcuts elsewhere and remove some option shortcuts
Change default shortcut type
Register shortcuts on hotload
Convert some older shortcuts into the new [Shortcut] attribute
Change shortcut defaults
Update EditorShortcuts to include Identifier and Keys, including method to get current keys from overrides (player defined overrides)
Display [Shortcut] shortcuts in Editor Keybinds page instead of EditorPreferences.Keybinds
EditorShortcuts rebinding actually works now, much more lightweight than prior version
Make user overrides save properly
Get Name and Group properly, allow attributes to override.
Get keys from shortcut name in Option.cs
Allow non-static method shortcuts since there seems to be a good chunk of those
Stop feeding shortcut to Options for now
Fix size of Editor Keybinds page
Fix using the wrong widget for non-static shortcuts
Move EditorPreferences.Keybinds over to new [Shortcut] attribute system on each function
Completely remove EditorPreferences.Keybinds
Change name/groups for a few shortcuts
Order categories by name in PageKeybinds
Remove some debug logs
Create Texture Editor and Actiongraph shortcuts
Create ShaderGraph, Hotspot Editor and some more scene shortcuts
Add GameObject/Transform shortcuts and fix static method issues.
Made grid size shortcuts Window type instead of Widget type
Make all the different editors share a few binds (So there's not a Copy,Cut,Paste,Undo,Redo,ect. per-editor)
Make classes with [Shortcut] attribute properly rebindable (used for editortools)
Cleanup shortcut groups
Added individual Revert button when bind is different from the default
https://files.facepunch.com/CarsonKompon/2024/July/12_08-54-UnimportantTarantula.mp4
Qt Option now takes shortcut ident (eg. "editor.undo") and internally resolves bind (eg. "CTRL+Z"), updating when changed. No longer registers shortcut internally when set.
Shortcuts with Function Keys are always to editor even when Game Frame is in focus
F3 and F5 editor commands are now Shortcuts like everything else
Fix shortcut not displaying on Align To View option
Fix SaveMixer being static
Change "F5" -> "editor.toggle-play" on Play menu option
Cache the overrides so we don't have to keep checking against EditorCookie
Super minor cleanup
Rename Name -> DisplayName so there's no conflict on KeybindPanel
Fix ShortcutOverrides not loading properly
Use CodeToString(ButtonCode) instead of the weird enum parsing I was doing.
Industrial storage adaptors no longer block player movement
Leaderboard backup, run #
12679
Wake touching when disabling a body, why would we not want to?
Some games rely on map having a collider
CollisionEventSystem has less reliance on Collider
MapInstance uses SceneMap instead of Map so it can manage it's own collision. Build collision from physics group desc instead of using CreateAggregateInstance
Merge from block_dof_playback
Added DemoShotPlayback.BlockDofPlayback as a temporary tool to block the depth of field track in a shot
Cleaned out broken shrub prefabs from airfield
Fixed walkways not getting included in HLOD mesh resulting in floating mesh
Fixed a misaligned shadow proxy on wall_plaster_300 prefab
S2P power_sub_big_2, harbor_1, harbor_2, powerplant, trainyard and water treatment
Fixed ladder_prop prefab having a box collider instead of it's mesh collider
Affects dome, wooden cabins b/d/e, lighthouse, water well b/c/d/e
S2P junkyard and launch site as they also used the offending walkway prefab
Fix several walkways at dome using the wrong collider and blocking bullets where they shouldn't
Fixed bike instrument light z-figting
taco, burrito
skunk
care package
cash
card model wip
Improved sidecar bike still pulling slightly to the left. Also moved centre of mass on motorbikes towards the rear a little.
Fix map collider destroying body when it shouldn't, causing a crash when map physics aggregate is destroyed
For legacy hammer maps, take global volumetric fog scale from VolumetricFogController
Merge from spectator_team_fix
Another attempt at fixing the spectator display showing incorrect team member names while spectating
Also made a small performance improvement
Merge EditorExtras -> main
Fix e defined but not set
Removed unused variable viewerPosition
Show preview tile under cursor when in Tileset Tool. Fit to Grid nicely
Fix ortho lights in SceneMapLoader and custom shadow size, note that shadow culling will suck on ortho lights until we change tiled culling to use frusta
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- ▋▇▄▉▌█ ▍█▊ ▄██▇▌▊▇▅ ▍▆▌▄ '--▍▋▅▋▄▇-▄▋▌█▉▌▄█▉' -> '-▇▋▌▅▇▄-▌▆█▅▌█▌▋▅' ▍▇ ▉▆ ▌▊▍▋ ▋▅-▍▋▋▊ ▌▊▆█ ▄▍█▅▄ █▍▅█▊▊▅ ▌▅▍▋▉▅▆▌▊
Store the last code entered into a code lock in player prefs so it gets saved between servers and between client restarts
Merge from travelling_vendor/dynamic_pricing
Summary: vending price changes now take place in real time and will occur every 5 hours by default (was tied to in-game time and was happening 4 times an hour)
Dir tweaks, asset reconfig