243,749 Commits over 3,898 Days - 2.61cph!
Fixed being able to equip weapons on non valid weapons by changing item in the currently equipped slot via the inventory screen
Fixed being able equip a shield by itself by scrolling through the belt bar
Name and icon assigned to cinematic gestures (better display if used on gesture wheel)
merge from main -> qol_io_arrows
Merge from fix_community_ui_nre -> main
Fix NRE from CommunityEntity if disconnecting from server with inventory open
Dedicated server max players, map name (or scene name if no map package), game name - ip address and port if specified, later we should only have steam ids
Fixed material changes which altered emission of some cinematic point lights
Suppress native transform change callbacks too which were causing angles & scale changes to not execute
Transform changes on managed execute EventPropertyEditorCoreAttributeChange_t so gizmos follow properly
Fixed RPS UI appearing in demos
Updated T1 SMG cine materials + set textures to 4K
Fixed a case where players couldn't interact with RPS games if they don't own the pack
DedicatedServer.Init waits until logon complete - this is when we'll have our anon steamid,
Disconnect properly when returning to main menu in some circumstances
Fixed gesture pack id
Disabled force unlock on new gestures, now requires pack to be owned to be used or placed in a gesture wheel
Initial tiled navmesh generation
Currently matches previous behaviour but generates in multiple tiles
Add net_shared_query_port - default to false for now until it's working
Shut down should be called after LogOff
Fixed release interaction showing up for all clients and not only for the pulling player
Ensure GUID is saved all the time. And some validation: delete CMapGameObjects that have no GUIDs on load & create CMapGameObjects for scene gameobjects that don't have a match
Fixed battering ram going crazy when hit by an HV
Set repair target items for ballista and catapult
Set the battering ram door position sync to fixed update
Battering ram protobuf
Wip battering ram head install system
impact particles rework wip
files + meta
updated t1 smg name
lowered max ammo capacity of Handmade SMG
some housekeeping
Stash SocketShare stuff
Remove that stuff - it should be automatic but it isn't working rn
Don't show properties of incompatible types when assigning Prefab Variables
Added `[Expand]` attribute, which expands the control for that property onto a new line, making it fill the width of the sheet. Resolves Facepunch/sbox-issues#6800
https://files.facepunch.com/CarsonKompon/2024/November/05_14-34-QuarrelsomeFinch.mp4
Added a DateTime ControlWidget. Resolves Facepunch/sbox-issues#6787
https://files.facepunch.com/CarsonKompon/2024/November/05_13-28-CourageousUrutu.mp4
DateTimeControlWidget supports DateTimeOffset as well
Make Alyx as sniper in episodes appear as Alyx in killfeed
Display a non halting error when teamID would not network correctly
Fixed crashes with missing physics objects
In bone followers and info_radial_link_controller
siege tower bug fixes. added construction meshes
Update: Emit all 10 frames of snapshot
- Also emitting UnityFrame as a CompleteEvent, so it's always visible in the profiler
- UnityFrames are now numbered
This produces a 160mb snapshot on Craggy (taken immediately after spawning), will need testing on larger worlds (and this is before proper labels)
Tests: opened snapshot in perfetto - saw all 10 frames
WIP multicast delegates
https://files.facepunch.com/ziks/2024-11-05/sbox-dev_ntUf9trdvk.png
sculpting progress
- corrected offset to align pivot to bottom of block
- basic carving, takes a small radius chunk out on-hit with piercing damage
- corrected mesh update to clear previous data correctly
- corrected physics mesh bake to assign collider back correctly
Cache looking up types by name
Update: Synthesize missing OnEnter profiling marks
This restore the profile's structure
Test: opened snapshot in perfetto
Added GraphicsSettings convar factory.
Added commented out list of all Unity graphics quality setting variables ready to start adding as convars.
Hammer: Can hover and select managed scene render meshes (ModelRenderer) as well as gizmo render bounds, whilst working alongside native traces
Should fix editor startup error