250,492 Commits over 3,959 Days - 2.64cph!
Merge from shipping_container_vcol_fix -> fix_shipping_container_batching
merge from main -> fix_shipping_container_batching
merge from native_memory_stream -> aux2
Can cancel slam with a jump + camera rotation set on start
Level door prefab + hub
Prewarm 200 codelocks
Go back to defining pool amount via code to prevent misconfigured prefabs
- player deployable doors stay at 100
- monument doors only warm 1
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Reload road categories when loading cached road.
This should prevent issues where the vendor couldn't be spawned after loading a save.
v_mp5: overhauled jump/airborne/land logic & animations (coming from a pending USP rework, which itself grabbed bits from the Citizen graph... reduce, reuse, recycle, etc.)
FPArms: improved shared jump/airborne/land animations
merge from wire_slacking/optimisations
Minor WireTool optim: don't run all the reconnect logic when clearing the wire
Move notification step to deploy job, propagate to other branches as well
Gravity Gun doesn't delete Physics Objects it didn't create
Give debug name to physics objects created via Lua & models scaling
For Lua functions, will be the function name that created it, for scaled physics objects - model name + scale
Fixed NPCs spawning sprites sometimes causing artificial refs on the material
Hammer support for sent_ball
To serve as another example of Lua entity in Hammer
Fixed doors returning wrong total line anchors count
material stack meshes
Merge branch 'main' of sbox-assets
Fixed a pooling issue with destroyed doors not clearing their line anchors
+ minor code cleanup
Setup most of the base to handle indicator blinking
v_mp5: rename move_groundspeed (which controls the run/sprint movement additives) to move_bob, and it's now a 0-1 float instead of a previously arbitrary 0-100
Possible fix for some code changes being ignored when using VS
Facepunch/sbox-issues#5683
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Change default door prewarm count from 100 -> 1
- monument doors were warming up 100 -> 1 now
Added ability to override an individual prefab's warmup count via the Poolable component
- garage door & sheet metal doors = 10
- wood & armored door = 5
Light setup in vendor client
Setup VehicleLight to support setting transmittance
VehicleLight now supports using the brake colour as a seperate off colour rather than just black
Merge conflicts
Add Application.HoveredWidget
Hide EngineOverlay if the game isn't visible
Fix SceneViewport hasmouseinput logic
Initial VR scene for main menu
https://files.facepunch.com/alexguthrie/1b2011b1/sbox_pKFaTyqkgq.png
latest handcuff viewmodel animations
further burstcloth modifications
- collisions resolved with spring forces
- added dirty broadphase to collision resolving
- capsules colliders reinterpreted as sets of spheres, cheaper testing outweighs increased collider count
- added collections packaged for better native containers
weapon view punch adjustments
Fix case sensitivity of UPath.IsInDirectory on Windows
This was causing some FileSystemWatcher events from a SubFileSystem to get dropped.
Facepunch/sbox-issues#5683
Fix case sensitivity of UPath.IsInDirectory on Windows
This was causing some FileSystemWatcher events from a SubFileSystem to get dropped.
Add Transform.ForwardRay
Fix editor not finding resources in libraries
Add GameObject.Clone( prefabPath )
Add copy/paste by right clicking property labels
Can set animgraph bool params using numbers
GameEditorSession stores the session that spawned it
Add SceneEditorSession.Resolve, GetParentSession
Can right click properties in game session and apply their tweaked values to editor session
Don't show the fallback logo as the server's logo on modals when the server has no logo set
Upgrade to Expo SDK 48
Update actions
More actions updates
Try again
Again
Increase max heap size while building app
Rewrite ToggleSwitch component using modern reanimated
Move VendingMachineIcon component to the correct folder
Install skia
Progress stripping out reanimated v1 map code
More, but stuck for now because I can't get Skia to load the map image
Github actions tweak
Show icon for above ground train tunnel links
Upgrade to Expo SDK 49
Write the map image to disk so Skia can render it, but it just crashes and breaks things most of the time
Add basic pan and zoom
Some progress
Pan/zoom mostly working now
Got monument map markers working
Finish up the rest of the markers
Implement following the player
Add in the map grid based on the shader from the game (hopefully fixes the grid not matching the game soemtimes too?)
Fix pinch gesture not disabling follow player
Upgrade to Expo SDK 50
Needed to force webidl-conversions to 7.0.0 to get it working due to 6.1.0 referencing SharedArrayBuffer
Map grid fixes
Migrate from sentry-expo to @sentry/react-native
Upgrade to Expo SDK 51
Fix device list freezing the entity list array etc and breaking things
Missed file
Update react-class-model
Merge branch 'skia-map'
Update nodejs for actions
Yarn lockfile changes
Add apple privacy manifest stuff, version bump
Fix push notifications after SDK upgrade?
Extra logging to troubleshoot opening notifications
More logging
Maybe fix tapping on notifications not doing anything when the app is killed
Even more logging
Update items
Items again, this time hosted on our cdn instead of packaged in the app because we blew through expo's file limit
Update translations
Fix cameras list breaking for the same reason as the devices list
Make sure pointer events are disabled on the alpha banner
Fix camera edit modal being very broken after upgrades
Fix train tunnel icons not showing on the map
Bit of optimizations for the map
Version bump
Use a new push kind to support FCM v1 for android
Merge branch 'master' into release
Use a new push kind to support FCM v1 for android
Scene view: proper icons for layout buttons Facepunch/sbox-issues#5676
Ticket decals use correct shader
Fixed gamemode resetting after playing and leaving Sandbox, and starting a new server on a different gamemode
Let's try adding a Discord webhook on build finish
Updated Vintage Wood Furniture Textures
Updated and Changed Vintage Wood Furniture Models to be more Damaged/Dilapidated
fixed the following:
jerrycan
reactive target
semi-fixed prefab values on the secretlab chair (prefab x/y/z position) this will need checking as it already uses meshlod script
also fixed avanced loot box
added @benobox 's flashbang burn screenfx
If value is already IPingReceiver we don't need to search the hierarchy
It's possible for Components to be null if a Component is no longer valid (GameObject = null)