249,019 Commits over 3,959 Days - 2.62cph!
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
Optimize navmesh generation by pooling generators
This also fixes sbox-issues/issues/6941 by limiting the degree of parallelism for the generation.
Fixed hammer_showcase testbed lighting
Frame out TutorialHint component, WeaponsInventory component
Specify .net 9 for shaders.yml
Fix sampletexture_bicubic (is anything using it)?
Compiled shaders with correct specular brdf
Don't add empty objectives
Update SpriteTools
Homing bullets no longer home on chests
PlayerItemList UI shows new items first
Pop up the objectives panel when we finish an objective
Add objectives throughout the entire demo level
Update: moved profiler code to unmanaged assembly
- submitting debug DLL for now, will ship release once ready
Can take snapshot, but export doesn't finish - likely an exception on export thread.
Tests: taken snapshot in editor on Craggy - saw logs of data accumulated, but no final "compressed" message
Try to fix link issue on Linux
Added PreviewTileset so Tilesets have thumbnails
Optimize Memory Allocations in CPhysicsShape::GetTriangulation
Fix sampletexture_bicubic (is anything using it)?
merge from fix_inventory_ui_reconnect -> main
Added particle-based func_precipitation types
Added missing materials for legacy Ash precipitation type
Implement precipitation blockers
These will not work yet, because networking incompatible changes are required.
Also added Cull by Model and Cull by RT environment particle operators
Move new GameObject[] field to shared class instead of inside #if CLIENT
Updated TilesetToolInspector to have Brush settings visible in the tab + reformatted
Added AngleIntWidget for Brush Angle
Maintain selected tile when changing layers
Fix all the warnings
Bring back selection fix
Fix new community UI panels being opened when the main menu is closed & opened
- only close & open legacy panels when main menu is opened / closed
nested burst compile fixes
Specify .net 9 for shaders.yml
main -> 4ShotMiniCrossbow
wip: Siege Tower~
- Fixed really annoying metal pole colliders
- Middle wheels didnt have world colliders
Bump amount of nav tiles generated per frame
Implement IBenchmarkComponent for Navmesh generation test
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Updated female model to V3 rig and updated skin sets
Updated debris_kit_a mat with detail normals
Exit Tileset Tool when selecting a GameObject
Switch layers properly when changing Selected Tileset Component
- further tweaking
- fix screen projection mode
- coverage map tiling
- worley noise in coverage detail layer
fixes for ironsights not working