248,635 Commits over 3,928 Days - 2.64cph!
Hide game packages that don't have cll files until they update
Hackfix: skip bootstrap smoke test at the start
- Key here is skipping error logs, since they trigger test failures.
Right now we build this weird mutant executable, and it tries to run server-side smoke test despite being on client. It emits an error, that we can't suppress that early, and which tips over the tests. I'll need to fix this properly once I got better build pipeline control.
Tests: ran LoadProcTest - it passed (though it's mostly a dummy test)
- Removed doubled stats prefab
- More logging
- Setup feed object parent
Added placeholder damaget to battering ram mats. Added damage script to entity. Added glass decals back.
Added camera positions to Ginnle
Added Rubert Voice Lines for quest complete and hooked up SpeakingObjects
Give better titles to collider trigger actions
Add Collider.OnObjectTriggerEnter/OnObjectTriggerExit
enabled damage layer on all siege tower materials with detailLayer
Timer no longer displays in hub levels
UI cleanup
Fix dialogue not set errors in intro area
Buildfix: added missing namespace qualifier
Tests: none, trivial change
Stop NRE on clearing feed
Get admin panel stats instance properly
adding damaged materials for the ram shell
Bugfix: resolve location of asset bundles when running standalone perf test
- Also symlinking server bundles instead of client, for now
Tests: ran the LoadProcTest, no more logs of failing to open bundles
ram bucket texture upres - 1k feels a tad lowres for a focal point object
fixed incorrect material definition on battering ram rear door LOD2
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merge from creativemode_io_text
Change facepunch.sandbox test to facepunch.walker
Only show the creative mode text when a pending wire is active
added ability to alter carve radius while carving with shift+scroll (can also use the convar directly) for quicker large changes and finer control
Adjusted finishline
Widemode for cameraintro
Sort leaderboard correctly
Hide items on platform runs
Fix missing logo on intro
Move to tutorial after intro
Move map icons to /ui
Update .sboxproj
Disable package tests that don't have code archives (garry.testbed, carsonk.voip_roulette)
Lets handle package startup errors a bit better, shutdown properly, popup an error
icreased grid resolution further
Added a creative mode text in the IO hud UI when wiring stuff with creativemode.unlimitedio enabled
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Added placeholder damage and damage script to catapult
Merge: from main
Tests: none (big merge, going to fix any issues in follow up commits)
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Remove rigidbodies from menu-main scene
merge from teslacoil_tweaks
Reduced tesla coil power usage by increasing their damage so they need less power to kill (35 power -> 25 power)
Filter out .dll when downloading packages
Compile and load code on package download
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Fixed battering ram door wheels culling, set to isDynamic
Merge from hackweek_car_radio
Rename the radio socket gameobject names to lower case to possibly fix pooling mismatch
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView
Forward+ Decals
* Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too)
* Tiled culling checks decals within each tiles frustum
* Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface
fixed entity bounds on ice sculpture
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