248,622 Commits over 3,928 Days - 2.64cph!
ToolAppSystem
[interop] Don't create handle stuff in static functions
Don't init VR if we're a console app
Don't print vulkan device info if we're a console app
Let us do new Shader()
List shaders, work out programs, find out of date
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Use custom Qt styling/preferences in Launcher as well
Launcher: this is a sort not a filter so don't call it one
Move DefaultProjectLocation from editor cookie to launcher cookie, since we stopped saving that at some point
Fix project location label being squished
Modular kit improvements to ruin wall kit (still WIP)
Remove extra fluff
Card pickups logic
Commented out any quality settings we probably don't want the client to be able to control.
Added a SetMandatoryDefaults() function to set any stuff we definitely want set as default, across any quality levels.
Bindless shader API class
Imrpove nav link visualization
https://files.facepunch.com/lolleko/1b0511b1/sbox-dev_NU9m49nbd2.jpg
Negative cards + balance
These
Don't show a few card props in the editor
handling serverside collision with a coarse collider, this disallows shooting through holes made in the sculpture
fix snowmobile error in code rather than prefab
Fix minor typo
Added Multiedit support to TagSets. Resolves Facepunch/sbox-issues#6882
https://files.facepunch.com/CarsonKompon/2024/December/05_10-10-LividGallowaycow.mp4
Rename TagSetControlWidget file name to match class name
Fix all the store pages UI scaling and snow mobile error message
Should have solved issue with winning state
Shader functions can specify storage class (static) and specify inline without erroring now
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add Player.HasCard( name )
Fixed NRE for PlayerCorpse
Make stat type strictly typed instead of string, add CardModifier that can just add as many stats as you desire
https://files.facepunch.com/tony/1b0511b1/sbox-dev_MIE6WdkSTq.png
Updated rig to V4 with updated names
GpuBuffer obsoletes ComputeBuffer to prevent confusion that it's compute exclusive, non templated variant added, additional flags can be combined, debug names, error checking added
GpuBuffer CodeUpgrader
Fix Terrain materials buffer overflowing its gpu buffer
removed old unused ice textures now we have the composite texture
Modular kit improvements to ruin wall kit (still WIP)
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Visualize nav link connection state
https://files.facepunch.com/lolleko/1b0511b1/sbox-dev_nH8r76TUg2.mp4
not completing sculpture physics bake in the main thread and instead deferring completion until before the next physics step
- drastically reduces impact of sculpting and loading sculptures on the main thread, the bake is generally finished before the frame is finished
Cleanup
Improve stats to hold a collection of stat modifiers, recalculate final networked value - support fraction values (isPercent), so we can still do stuff like -25% health, add stat.Priority
Scientist accuracy now depends on what the player is doing not only distance
merge from clientserver_entityfinder_tool
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merge from release - RC (client only)
Map meta for upload
https://sbox.game/facepunch/c_serverroom
Clear cached material override on sceneobject when changing model so it can be set again - Fixes model renderer not applying material override on model change
Moving platform
Arena One
Ragdolls get cleaned up between rounds
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Remove unsued
Update test packages
Update cecil
Update skia to 3.1
ammended sculpture belt switching logic to be less confusing when the sculpture is locked