249,817 Commits over 3,959 Days - 2.63cph!
Fix onkilled/ondied after merge
Fix error when updating docs
Fix user not changing when changing pages (fixes sbox-issues/issues/7332)
Fix some types not showing on index
Fix asset license selection (fixes sbox-issues/issues/6835)
Update Facepunch.ActionGraphs to 1.9
* Fix graph compilation times
* Compiled graphs avoid allocations where possible
* Compiled graph performance is now much closer to C#
* Cleaner node definition API
* Groundwork for new features #1667
* Fixes #1756
Improve networked scene changing by simplifying it and no longer reusing the handshake process
Scene changing working again nicely. Use DisconnectScope() when clearing scene/disconnecting on play mode exit to keep other clients functioning properly
Leaderboard backup, run #
16733
First pass on a new type of NPC that has a generic list of missions
Conversation screen automatically populates at runtime, bypassing the need to create custom conversations for each mission
Autofill icon fields, autofill translation token fields when making new objectives
Added the ability for a mission to override the contents of a container spawned for a mission (so we can reuse a few containers instead of making new ones for each mission)
Missions now autoconfigure a heap of fields when created with the CreateAsset tool (shortname, translation tokens, id's, effects, registers with MissionManifest)
Cuts out around 7 clicks when creating a mission from scratch
move pos target
shoot/impact particles
blood spurt
blood decal
blood drop
Tweaked catapult constructable colliders to prevent player from getting stuck when building it
Fixed catapult colliders scale
Siege tower damage renderer
Ballista physics mat
Removed empty spawn in spawn handler (old old horses)
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Can now specify a name for the newly created asset in the Create asset tool
Can now delete child assets of a mission
Updated spawn.procmap.v3.prefab
Horse audio
Some anim improvements and optimisations
This needs to be reset before dragging
Horse lateral damping back to 3, reduced when skidding
Better handling of drop traces when below grid, trace to plane using last traced height https://files.facepunch.com/layla/1b0811b1/sbox-dev_QR4dwTeq7E.mp4
Texture.Depth returns 6 for cube textures - Fixes getting pixels from cube textures
Fix damage indicator showing for local player when shooting bots
Merge branch 'main' of sbox-deathmatch
Make bots shoot at players and other bots
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Fix CRenderThreadVulkan::OnReadPixels not reading from volume textures properly, it was using src slice as array layer
WIP reload rotation fixes
Add Scene, Prefab, and Sound to the top of the New Asset menu for ease-of-access. Resolves Facepunch/sbox-issues#7003
Modify era editor window so you can select an era and see what items are blocked
- default is "none", will show orange for unassigned items
- selecting "primitive" will show red for blocked items
Add Projectile with common functionality, RpgProjectile derives from it
Moved GaussWeapon into its respective folder
BaseWeapon can check / take ammo from name (good for secondary attack)
Give MP5 grenade launcher secondary attack
RpgWeapon structure cleanup
Mp5: Fixed not being able to secondary attack if we run out of primary ammo
Bugfix: no more duplicate players when playing a client demo on server-editor
Now there's an issue with disconnecting/destryoed players - about 8 NREs about acessing something dead during BasePlayer.ServerCycle
Tests: played the same demo - max players was 20 instead of 1k
Added [TargetType] attribute so you can only select a `Type` that derives from the target type. Resolves Facepunch/sbox-issues#7345
Added "None" option to TypeControlWidget
Ensure Facets are always reset in Cloud Browser
Added Type Filter to Cloud Browser when not already filtering by type. Resolves Facepunch/sbox-issues#7031
Fix strider stomp attack creating invisible ragdoll with Keep Ragdolls
Added an ever increasing counter to poster file names
Updated C_RPG.MDL to use correct muzzle flash event
This fixes a warning that would print when the RPG is fired
Allow closecaptions in multiplayer with the cvar set to 1
This means that it will just work in local MP (for the host), on srcds closecaption_mp controls the behavior (defaults to off)
Climate update (copying temperate parameters to jungle)
RustNative update (jungle biome has forest topology everywhere)
Update: properly initialize players when playing a client-demo in server-editor
- Also log when creating a main player
- Report kick reasons as errors
No more unexpected kicks for players. But, looks like we're duplicating players - by the end of playback we had 1k players, which is much more than I expected
Tests: played back the same demo to completion, accumulated errors are only related to some invalid packets that we don't care about (like Voice)