246,948 Commits over 3,928 Days - 2.62cph!
Update SpriteTools (should fix any shadow issues)
Camerbounds can controll ortho height
Room switch gizmo and icon
additional room
Refinery: Add ambient light, place a few characters around in editor only mode
Don't need flags on these
Reduce memory allocations in PhysicsShape::GetTriangulation
Runs around 35% faster with the changes in my use case (1100μs avg -> 700μs avg)
Merge pull request #1693 from Facepunch/optimize-physshape-triangulation-allocations
Reduce memory allocations in PhysicsShape::GetTriangulation
Support for @ key razor attribute, Facepunch/sbox-issues#4103
InteropGen: Add IsError to resources
Model.IsError propertly detects when we're error.vmdl
Applying clothing correctly detects invalid models
Fix jeans using the wrong model location
Fix settings apply button not working
Fix storage page
Fix menu missing material
Humans: re-enabled automatic citizen-to-human animation hack for now while proper animations are being worked on
Fix Popup Panels not closing when in game (but worked in menu)
Sausage toggle
Left the wrong model enabled
Body Group Fix
Human Bodygroup adjustments - Clothing fixes
Service update
Save/load avatar to/from the cloud
.Clothing fixes
Some changes to time sync. Seems to fix Facepunch/sbox-issues#6865 locally. Needs re-test.
Fix popup being orphaned when clicked on
Set in_editor ub richpresence when in editor
Popup supports AboveCenter
Stop making the popups red!
Friends in footer, delete friends list
Change notifications to a real popup
Start putting the party system back together
Some additional troublesome Vulkan layer disables
Update documentation for methods in INetworkListener to indicate that they're only called for the host.
Add net_fakelag ConVar. It's working for both Steam Networking Sockets and TCP / local instance. Can also be changed in the editor like this https://files.facepunch.com/conna/1b1211b1/sbox-dev_jpOfxVrwEr.mp4
Also commit this important file
Rework triggers to check contact points instead of ref counted touches. Add ITriggerListener.OnTriggerEnter/Exit for game objects that contain multiple colliders
Hide "available parties"
Update clothing
Add NETSDK1138 no nowarn
Make writing clothing more deterministic
When dressing, if we have a citizen model - but not a human model, make clothing invalid
Switch from net7 to net9
* Update your Visual Studio to 17.12.0!
Make EnableFootstepSounds on PlayerController work
Add Distance/Falloff to music player
Resolve Fixed Update Issues
Resolves issue where Fixed Update would be called more times than it should be. Fixes issues such as in Marble Racer where if you had 500fps you'd move much faster than other players.
Merge branch 'master' into navmesh-tiled
Properly resolve merge conflict
Fix Sprite Flash Tint not being applied if set when disabled
Fix gameobject and component control widgets not respecting readonly attribute
Horse gaits (walk, trot, canter, gallop)
Tweaked speeds
Separate overload as not to mess with any existing game packages
Can optionally pass LobbyConfig to CreateLobby. Right now only contains LobbyPrivacy. Add LobbyPrivacy.FriendsOnly.
Greatly simplify how we render stuff based on being firstperson/thirdperson, should be very solid now
Use JsonObject.DeepClone() instead of Deserialize<DeepClone>
Fixed up weapon visibility in thirdperson
Update: record marks from worker threads
- Had to leave allocation tracking enabled for main thread only - there's a comment explaining why
Need to implement export for worker threads - that's next
Tests: exported snapshot from Craggy in editor and opened in Perfetto
Prefix debug methods and props with debug
Resolve Fixed Update Issues
Resolves issue where Fixed Update would be called more times than it should be. Fixes issues such as in Marble Racer where if you had 500fps you'd move much faster than other players.
Add Distance/Falloff to music player
NavMeshAgent improve ground detection trace
In case our ground trace has multiple results pick the hit closest to the original navmesh position
Update backgrounds for map scenes
Linux: Add precompiled binaries libsteam_api.so, libGameNetworkingSockets.so, libpng.a and libdxcompiler.so because we don't compile them ourselves.
Linux: Various little #ifdef fixes regarding Linux specifics, C++20 and a strange macro definition of "None"
Linux: Use GNU++20 instead of C++20 because the code is making use of some GNU extensions in macros
Server sends world parameters
Read world parameters from server
Add a comment r.e. timedelta and timescaling so we dont get confused later
wrapped in-job profiling in a define, using a ProfilerMarkerStub with matching functions calls decorated with BurstDiscard
Update: generate snapshots under server root
Tests: exported in editor, found in the right location
Use this to avoid confusion
Map Refactor, remove MapDefinition, use MapInformation as Scene metadata, pass scenes around instead of wrapper
Remove .map files
re-added early exit on flipped check loop
Make EnableFootstepSounds on PlayerController work
Switch from net7 to net9
* Update your Visual Studio to 17.12.0!
minor cleanup and crunching meshes down for 20% reduction
Rename Casual Defuse to just Defuse, remove helmet/defuse kit defaults
Don't need this shit
NRE get_IsLocalPlayer fix
Possible fix in GameModeObject
ScreenShake.FOV fix
PlayerStatsRule NRE fix
Clean up
Fonts
Better restart
Add dotnet-runtime-9.0.0-win-x64.exe
Some docs, clamp accumulator to maxSteps, use time.delta
Add a fork of CliWrap here that adds a way to access the Process instance to set affinity
Automatically set server process affinity when running on a CPU with split 3D v-cache
Increase timeout for running rcon commands from 10s to 30s
Merge: from main
Fixed missing player stats component on several gamemodes
fixed a ton of floating foliage in underwater divesites, some ground gaps
Update Mono.Cecil and MonoMod.RuntimeDetour
Update: Renaming BackupBeginResult -> DelegatedUploadBeginResult
It's renamed on the dashboard, and will be used for 2 flows, so more fitting
Update: reimplementing perf snapshot uploading to use delegation
Added bespoke textures for removeable battering ram scoop. Added LODs for ram hardware.
Use RealTime.Delta its clamped
removed older underwater rock formations from procmap stack and autospawn folder