245,048 Commits over 3,898 Days - 2.62cph!
Bump up pose recipe param buffer size to 4kb
Message sending cleanup, send more than one edit per message
Update SpriteTool
slightly improve grappling
nograb component
Pause menu
Scene + Rooms
Clear out unused InputManifestTemplate ItemGroup in Sandbox.Game
Remove old SCENEOBJECTFLAG_HIDEINFIRSTPERSON
Remove old SCENEOBJECTFLAG_SUPPORTS_ENV_INTERACTION
Write GameOverlay depth to main scene, so things like bloom layer don't render over it
Fixed offset battering ram scoop
Merge from december24_art_fixes/tutorialcleanup
Moved the tutorial island scene to the Test subfolder so it is separate from actual scenes used in the game or S2P
Created a new TutorialIslandSceneDressing nested prefab that contains all of the content from the scene. Some of this set dressing had been updated just in the prefab and not in the scene so this resolves some issues
Added a big written note to the top of the Tutorial Island scene to discourage edits, we still need the scene in order to rebake out the terrain mesh or foliage
Create attachment gameobjects on renderer root, transform them on animation update instead of attaching them to bones
Added missing texture maps for catapult. Added battering ram hardware gibs.
Revert "Optimize navmesh generation by pooling generators 2.0"
This reverts commit 54123afcdceb6e924eb14625985a3501f2d801e4.
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- █▍█▅ ▋ ▋▇▌▍▇▌ ▌█▍▋▄▆▇▊▆, ▇▍ ▌▆▉ ▌▅▉▅▍▋ ▊▊▊▋▉▇▋▊ ▆▋ ▄▋█ ▅▄▇▅▋▆▄█▌▋▌ █▅▅▊
PSA -- Please do not duplicate content. Use nested prefabs instead -- moved cliffs and overgrowth content in tutorial island scene in release folder to nested prefabs since the actual tutorial island is a manual reconstructed prefab copy in the missions folder, this at least saves us from manually rebuilding the target prefab when it comes to these objects and it can be updated externaly. kthx
Optimize navmesh generation by pooling generators 2.0
This also fixes sbox-issues/issues/6941 by limiting the degree of parallelism for the generation.
merge from skin-bundles-2024-11
merge from rfbroadcaster_powerloss_fix
merge from tod-dithering-disable
collider fixed on barge 3600
Revert "Optimize navmesh generation by pooling generators"
This reverts commit 263974a602d63b4b817b5561b9a010689859b01f.
Until we can figure out why an unrelated test started failing.
Merging .editorconfig from main/StandardCodeFormatting
Update player controller animation
Add surface impact resource extension
Use surface impacts
Leaderboard backup, run #
15509
Don't load the keys_default.cfg file if a keys.cfg file already exists
Generate manifest
Fix cake vm missing viewmodel renderer component and using a LOD
Merge from monument_scenes_renderlod_fix
Show the translated gesture name when displaying a cinematic gesture in the gesture picker
Cleaned up some leftover server logs ("Bump" and "Hurt")
merge from main -> biome_visuals_2
Humans: copy ring fingers onto pinky fingers while we're still reusing Citizen animations — avoids the "tea cup" look
Fixed pickup notices spawning in the wrong place
Fixed colliders on all shield world models to match their entity counterparts
Marked shields as equip on pickup
Fixed improvised shield incorrect world model mesh
Merge from fix_leather_gloves_no_fingers -> main
Fixed picking up unrelated items would put away equipped shield
Added shop inflation
Split Main Menu leaderboard into Weekly Highscores and Friend Highscores
Use higher res images for player character sprites
Update Main Menu Background
Fix LeaderboardPanel errors
Fix main menu warning
Remove some logs
Added PingUI which creates pings in screen space
Fix GetPrice()
Refined look of pings, networked them, and added unique interactions for pinging certain things
Global ping when entering combat
https://files.facepunch.com/CarsonKompon/2024/November/18_18-50-FavorablePaca.mp4
Global ping when certain room types are discovered
Disable pings when singleplayer
Broadcast new items to the Chat
Fix leather gloves having invisible fingers by ensuring all child renderers are spawned in the viewmodel
Item pickups have physics
Adjusted holster offsets for all shields, mostly fixes them sticking out the side of the camper
Fixed exception when rapidly switching back and forwards from a shield compatible weapon to an incompatible weapon
More RCON security
- Seperate out manual bans and failed login autobans
- Allow manual bans with rcon.ban_ip to include CIDR formatted network addresses (e.g. 55.55.55.0/24 to include the entire subnet)
- rcon.unban_ip will remove any permanent bans, or any failed attempts
New convars:
- rcon.logfailedattempts - Debug.Log all the various failed password / ban connects. Defaults to true, but large servers may want to disable due to spam
- rcon.permanentbanfailedips - Permanently ban IPs that exceed the failed password theshold (default false)
- rcon.print_rcon_bans - List the permanent IP/network bans