248,651 Commits over 3,928 Days - 2.64cph!
Added BaseTileTool.AutotileBrush
Tileset Tool Preview updates to show selected Autotile Brush if there is one
https://files.facepunch.com/CarsonKompon/2024/November/25_11-44-GhostwhiteGenet.mp4
Add collapse-able groups for line and rectangle tool inspector values
Highlight selected autotile tiles with selected color
Painting with the PaintTileTool while an Autotile Brush is set will paint to that Autotile layer instead of drawing tiles directly (and draw some debug visuals for now)
- Init/Disposal of transaction feed entries
- Setup view system to display a given protobuf of transactions
- Ensure disposal and return to the pool on dialog closed
- Code cleanup
Merge: from VendingMachinePooling
Fixes a minor bug that caused Vending Machine's protobuf pool to inflate
Tests: spawned a vending machine on craggy, saved, loaded craggy again - marker was present. Monitored pooling stats - seemed normal.
Bugfix: avoid inflating VendingMachine's protobuf pool
- Rewritten with relying on pooling
Tests: spawned a vending machine on craggy, saved, loaded craggy again - marker was present. Monitored pooling stats - seemed normal.
update particle.rework scene
impact fx updates + explosion_medium updates
added impact.brick particle fx
exported updated wolf attack ledge animation
Composite SSAO on Lighting rather than Blitting (#1677)
Merge from admin_invis_command
Update shaders, might get stumped with AO changes but i'll just build them back
merge from wire_slack_fix
Fixed 0 point wires not being destroyed as expected when quickly adding and removing points
fix nre, cleanup unused, order, CommandList.Release -> CommandList.ReleaseRenderTarget
Polish jump trajectory and weightiness
Catapult projectiles naming
Tweak EventManager flushing
Services Update
Fix TilesetPreview aspect issues
Added Autotile Test Resource
Added AutotileWidget which holds autotile paint controls, display in TilesetTool Inspector
Autotile Example Scene
Update TilesetTool Inspector layout and reset autotile brush when changing layers
enforce burst compatibility on Point3DGrid
server processes enqueued sculpture updates centrally, allowing certain jobs to run in parallel
- most beneficial on server startup
Address case when trying to package.GetMeta<string> something that isn't a string, to ensure backwards compatibility
- Resolves legacy game issue where InputSettings has not been moved to Input.config
- Output a warning if we fail, instead of hiding it
Asset Browser: Everything location excludes cloud cache, non-project assets when 'Show Base Content' is disabled
Asset Browser: only hide compiled versions of source files when they both would have been shown under the asset filter (don't hide .sounds because we have a .wav etc)
Remove any existing package files when updating to new cloud asset version
Feed entry script with basic setting
Fixing skinning issue for catapult rope
Get correct stat
Reset setting button
Fix DispatchCompute capturing
Fixed push interaction showing when looking at disabled reload and fire interactions point
Fixed battering ram fuel storage openable from outside through chassis colliders
Added lookingAtColliderNoPenalty in BasePlayer
Set as the real collider the player is looking at, before we apply distance penalties based on available interactions
Useful when you want precise interactions on vehicles with many colliders (like the catapult)
Fix record struct not using primary constructor
Make action graph prefab variables sort of work
They don't set the right ISourceLocation yet, so they'll open the wrong asset when editing
Fixes Facepunch/sbox-issues#6880
Admin Stats:
- Setup ui dialog panel
- Wired up open/close through admin panel
- Prefabs for panel setup
Action prefab variable test
Facepunch/sbox-issues#6880
exported updated wolf attack ledge animation
Clear the temporary RenderTarget cache after Present. It should be okay to grab one of these and not free it.
Add ComputeShader.DispatchWithAttributes
Remove unused
commandlist.Dispatch uses the attributes from the commandlist, rather than the computeshader
Fix RenderAttributes setting doubles as float2 😵
Clean CommandList RenderTarget api
blurring a slightly larger radius than the carve
updated exports for view and worldmodel
cleanup (wrong namespaces and nested jobs)
removed unused sculpture convar
each carve is followed with a box blur on the region, gives a much more natural result and makes the spherical carves come out much less square
Catapult ammo projectiles speed and gravity tweaks
increase time before simplification starts
- flickers less between hits with slower tools