249,462 Commits over 3,959 Days - 2.63cph!
Add ability for IO arrows to be offset per port
- made water barrel top arrow offset to make it easier to see
merge from flashlightfixes/fulloverhaul
merge from mixingtable_click
Handle entities that have IO implemented as a separate child entity
- calculate the offset between the child & parent
- manually offset IO ports to account for this
- Reduce distance padding
- Fix a bug causing a rope to go to 0,0,0
Cherrypicked siege harness
Update: skeleton of a server profiler
- Most of the native imports in place
- Implemented the general flow of per-frame tracking
In theory should be able to track function entry/exits, but can't test until a decide on an early enough method of initialization.
Tests: none, too early
Increase prominence of wisps
Don't let the user drag AssetPicker tabs about/outside the window (lol)
AssetPicker: Disable type facet dropdown if FilterAssetTypes is specified
AssetPicker: Default to project assets folder when no initial selection is given
Fix CloudBrowser not saving/restoring from cookie
Shift cloud locations around again, this makes more sense I think
AssetPicker: make sure we're raising the tab you'd expect by default
- Towing joints are now saved/loaded
- Towing graphics are loaded properly along with the joints
Added blockout siege harness to testridablehorse
Updated boulders ui pickup sounds
Back to the generic burlap bag as dropped item prefabs for now
Add more optional functions to IPressable, for hovering and update
Slow down default player turn speed
PlayerController camera can be moved left/right
PlayerController has "use"ing built in
Prevent fsm from waiting one frame to change state when a state succeeds or fails
Fixes wolves sometimes pausing for one frame and losing momentum
Added some infinite change protection in the hypothetical case a group of states keep cycling during the same frame
After 3 same-tick changes we postpone the next state change for the next tick
Move Pressing to PlayerController
Boulder and explosive boulders dropped item prefabs and icons
- get sun color from proper components
- sharpen density curve to improve definition
- also sharpen density-coverage falloff curve
- better approximation of inner glow/multiple scattering and ambient scattering
Show catapult ammo model in the basket, based on the item loaded
slow and greedy starting point for marching cubes
- not calculated in correct coordinate space or interactable, but can at least present the correct mesh for a given 3D dataset
Have wolf fsm tick slower when no player is nearby, similar to senses
Switch case node
https://files.facepunch.com/ziks/2024-10-31/sbox-dev_YiyL34b2CY.mp4
Fix serializing empty arrays
Fix elevator and fluid splitter
Fix arrows trying to render when the IO port doesn't have a direction configured and flooding F1 console with warnings
FIxed some minor memory leaks
These are mostly in developer features to do with KeyValues, not normal gameplay
Init m_rgflCoordinateFrame on creation clientside
This fixes certain matrices being nulled out when they are not supposed to, such as prop_vehicle_choreo_generic look angles
Do not EstimateAbsVelocity since we network it for every entity anyway
prop_vehicle_choreo_generic SetCanShoot now lets you shoot
Simply sets SetAllowWeaponsInVehicle on the player, rather than what Portal 2 was doing
Add some more known backdoor URL to blacklist
Added more entities from Portal 2
point_viewcontrol_multiplayer
point_viewproxy
npc_personality_core placeholder
Added custom mask parameter to FadeUI
Added DeathType, dictates FadeUI mask. Added DeathType property to KillTrigger
Fix & add IO port directions on a bunch more IO entities
Combine wolf senses and fsm into a single budget for simpler tracking, and also because we want senses to drive the fsm tick rate in the future
concrete_trim_02 painted files
Fixed battering ram jittery reverse speed
Use a flag instead, for safety
Add clear button to asset/cloud browser search bars
AssetPicker: Standardise initial selection logic, prefer selecting cloud package for cloud assets (and not .sbox disk path)
Fix focusing AssetList on entry sneakily not working
Wait for cloud browser to receive results before selecting initial selection
Cherrypicked
106981 (Fixed battering ram fire button working only once on the client)
Fixed battering ram fire button working only once on the client
Add pivot to sprite renderers
Updated battering ram hardware art
Fix wolves not playing 180 anim anymore when fire is lit right in front of them (regression)
Expose zfar on game prefab
Hook remaining wolf idles
Make sure state and transitions are always deep copying internal lists
Prevent cloud browser from shitting pant with duplicate facet tags in query
Don't add type tag twice when FilterAssetTypes is specified for cloud browser
Cloud browser: Hide sidebar type locations when FilterAssetTypes is specified
Fix state cloning making a shallow copy of lists, causing clones to share the original transitions
merge from siege_weapons/horses