240,744 Commits over 3,867 Days - 2.59cph!
Better physics setup (placeholder wheel movements)
Added push intertaction
Combined the best of the two cameras.
Camera follows the forward vector when not moving the mouse
Remove old spline leave code
Fix plug dimensions
Hacky fix for weird scale of bitwise or node icon
Link pulse colors for Boolean / null / Color types
https://files.facepunch.com/ziks/2024-10-02/sbox-dev_pT2RtiTvKq.mp4
https://files.facepunch.com/ziks/2024-10-02/sbox-dev_S1OdYgxDUi.mp4
Support bodygroup attachments, add EligibleEquipment, IsUniversal
Use localized entity names for bouncy ball, sandbox editor entities
Removed unused variables in Problems panels
Removed duplicates in localization files
Fixed missing wooden ladder footsteps
Jalopy wheel size change for new model
So the visuals match with the physics better
Created player_gizmo vmdl
DeathUI is now FadeUI and can be called externally
Created SceneEntrance and SceneTrigger Components.
Added scene triggers to intro area / platforming stages
Fix CoinUI NRE
Perform strafe target check before bothering to enter orbit state
Remove arguments overloading in surface.SetDrawColor (#2125)
* Remove arguments overload
* Code styling
Unlock stat based map achievements
Asset type picker entries are now handled by AssetBrowser/CloudBrowser
Open up asset locations
https://files.facepunch.com/alexguthrie/1b0211b1/sbox-dev_mXx146R80H.png
Add all types to cloud browser
Can only select one cloud asset type at once (or it'll mess with facets etc.)
https://files.facepunch.com/alexguthrie/1b0211b1/sbox-dev_1BIcVF3lFI.mp4
Order modes
Add cloud browser to hammer
Asset browser defaults to project assets path
Update view mode icon when scrolling
Disable Parent Directory button if we're in project assets root
PathWidget fixes, separate segment update
Remove AssetBrowserLocation.FromPath, unused
Run OnPathEdited at the end of AssetBrowser ctor so we can disable Parent Directory button if needed
Prevent Bradley from instantly rejoining spline
tweaks to the viemodel reload anim based on feedback
Right click to clear, edit jiggle bones to have configurable angular limits
Fix wolves jumping to players still in mid air, change sample navmesh method signature to be more intuitive, add owner field to fsm transitions
Update: Engine blend loop drops it's sound resources on disable
Tests: none, trivial change (same type of change as previous)
Walker map project template
Update: Tree now drops it's sound resources on client destruction
- It also drops the Gain mod when fading out sound loop during fall
Tests: cut down a tree, saw relevant audio events in logs
Update: Traveling Vendor drops it's sound resources on client destruction
Tests: none, trivial change (same type of change as previous)
Implement attachment point UI, button press selects a random eligible attachment
Update: Parachute and Sled drop their sound resources on destroy
Tests: none, trivial changes (same type of change as previous)
Update: CCTV and SpinnerWheel drop their sound resources on disable/destroy
Tests: none, trivial change (same type of change as previous)
Update: Sub, Snowmobile, Tugboar and Train drop their sound resources on disable/kill
- In Snowmobile's case Ski audio was previously (accidentally?) retained when sim stopped
- Train engine used to retain damage and engine reflection sounds (assume an accident/bug)
Tests: none, trivial changes (same type of changes as previously)
TTT: Updated Turkish Localization (#2127)
* TTT: Quickchat Fix in Turkish
* Update turkish.lua
* Update turkish.lua
* Updated Turkish Properties
Update: CargoShip drops sounds resources on disable
- Also added a couple convenience StopXSound methods, since it has a bunch of different sounds.
Tests: none, trivial change (same type of change as before)
Update: Ferry drops it's sound resources when disabled
Tests: none, trivial change (same type of change as previous)
Bugfix: PatrolHeli now releases modulators alongside the sounds
Tests: none, trivial change
Clean up formatting
More node UI tweaks
https://files.facepunch.com/ziks/2024-10-02/sbox-dev_IOVG6YMt1f.png
Remove TimeOfDay from Scene serialization
TimeOfDay now implements ISaveData and saves to World
Added more Tree Types, spawning in their respective biomes
Added distinction between grass/forest trees
Bugfix: Drone now releases pitch modulator on destruction
Tests: none, trivial change
Update: Modular Vehicle drops sound resources on destruction
Tests: plugged in engine comps on Craggy's spawned vehicle, drove around in it. Put some timed c4 and drove until explosion - confirmed resources got released via logs.
Localization Support for key bindings. (#2126)
Fix exception when loading map, causing them to not be able to unload
Update: Helicopter now drops sound resources when disabled/retired
- Also fixed a potential NRE when requesting a sound fails
Tests: spawned an attack heli and flew around in it with jumping out at various stages. Also destroyed it to trigger sound recycling.
Bugfix: Bicycle now uses it's coasting sound when not pedaling
Tests: rode the bicycle with pedaling on and off.
Update: Bycicle drops all sound resources when sound definition changes
- Previously it tried to manage lifetime of modulators internally, but since we can pool it'll happen automatically now.
Tests: rode the bike with jumping off during different moments. Noclipped away and back, redid same actions - all stable.
Create .editorconfig
Lets try and see if this does anything useful
Gunsmith: display weapon from data
Configure a couple of attachment points, create prefabs for charms, fix FP charm vmat
Gunsmith: Camera controls, add charm resources
Fix possible NRE in PlugIn.OnPaint
Add some more shortcuts to graph editors
* Ctrl+D: duplicate selection
* Esc: Clear selection
* F: Frame on selection
Catapult reloading interaction wip
Fix wolves dying when they see a prey before the navmesh is built
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merge from store-ui-frontiersman
Frontiersman store page localization fixes
Further reduce ore count density by 15% to match release values
VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore
Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix light fog strength
Put fog mode in it's own category and add nice icons to them
https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png
Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants, remove bRenderFogClipmaps for
LightBinner::InitFromParent and disable fog shadows
Make sure this is properly inlined to never trash cache
Make fog lights buffer persistent with the volumetric fog's lifetime