248,634 Commits over 3,928 Days - 2.64cph!
Walker map project template
Update: Tree now drops it's sound resources on client destruction
- It also drops the Gain mod when fading out sound loop during fall
Tests: cut down a tree, saw relevant audio events in logs
Update: Traveling Vendor drops it's sound resources on client destruction
Tests: none, trivial change (same type of change as previous)
Implement attachment point UI, button press selects a random eligible attachment
Update: Parachute and Sled drop their sound resources on destroy
Tests: none, trivial changes (same type of change as previous)
Update: CCTV and SpinnerWheel drop their sound resources on disable/destroy
Tests: none, trivial change (same type of change as previous)
Update: Sub, Snowmobile, Tugboar and Train drop their sound resources on disable/kill
- In Snowmobile's case Ski audio was previously (accidentally?) retained when sim stopped
- Train engine used to retain damage and engine reflection sounds (assume an accident/bug)
Tests: none, trivial changes (same type of changes as previously)
TTT: Updated Turkish Localization (#2127)
* TTT: Quickchat Fix in Turkish
* Update turkish.lua
* Update turkish.lua
* Updated Turkish Properties
Update: CargoShip drops sounds resources on disable
- Also added a couple convenience StopXSound methods, since it has a bunch of different sounds.
Tests: none, trivial change (same type of change as before)
Update: Ferry drops it's sound resources when disabled
Tests: none, trivial change (same type of change as previous)
Bugfix: PatrolHeli now releases modulators alongside the sounds
Tests: none, trivial change
Clean up formatting
More node UI tweaks
https://files.facepunch.com/ziks/2024-10-02/sbox-dev_IOVG6YMt1f.png
Remove TimeOfDay from Scene serialization
TimeOfDay now implements ISaveData and saves to World
Added more Tree Types, spawning in their respective biomes
Added distinction between grass/forest trees
Bugfix: Drone now releases pitch modulator on destruction
Tests: none, trivial change
Update: Modular Vehicle drops sound resources on destruction
Tests: plugged in engine comps on Craggy's spawned vehicle, drove around in it. Put some timed c4 and drove until explosion - confirmed resources got released via logs.
Localization Support for key bindings. (#2126)
Fix exception when loading map, causing them to not be able to unload
Update: Helicopter now drops sound resources when disabled/retired
- Also fixed a potential NRE when requesting a sound fails
Tests: spawned an attack heli and flew around in it with jumping out at various stages. Also destroyed it to trigger sound recycling.
Bugfix: Bicycle now uses it's coasting sound when not pedaling
Tests: rode the bicycle with pedaling on and off.
Update: Bycicle drops all sound resources when sound definition changes
- Previously it tried to manage lifetime of modulators internally, but since we can pool it'll happen automatically now.
Tests: rode the bike with jumping off during different moments. Noclipped away and back, redid same actions - all stable.
Create .editorconfig
Lets try and see if this does anything useful
Gunsmith: display weapon from data
Configure a couple of attachment points, create prefabs for charms, fix FP charm vmat
Gunsmith: Camera controls, add charm resources
Fix possible NRE in PlugIn.OnPaint
Add some more shortcuts to graph editors
* Ctrl+D: duplicate selection
* Esc: Clear selection
* F: Frame on selection
Catapult reloading interaction wip
Fix wolves dying when they see a prey before the navmesh is built
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merge from store-ui-frontiersman
Frontiersman store page localization fixes
Further reduce ore count density by 15% to match release values
VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore
Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix light fog strength
Put fog mode in it's own category and add nice icons to them
https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png
Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants, remove bRenderFogClipmaps for
LightBinner::InitFromParent and disable fog shadows
Make sure this is properly inlined to never trash cache
Make fog lights buffer persistent with the volumetric fog's lifetime
Fix error spam about animator param not found
Update: DPV stops all sounds when no longer simulating
In theory, there were edge cases where previously it was possible that some sounds would not be cleaned up.
Tests: rode the DPV, jumped off at various points, picked it up and redeployed. Noclipped around the area
Update: MovementSounds releases sound resources on disable
- Also got rid of IOnParentDestroying implementation - it's handled by OnDisable now
Tests: ran in water. Killed self mid run to test onDisable - all good
Update: Minigun and Fishing Rod drop their sounds on destroy/cleanup
Tests: Spooled up and fired the minigun with switching in between. Fished with switching at various stages(holding, throwing, fish catching, fish pulling).
Bugfix: Ignore sound fadeout requests on retired sounds
Because sound is a shared-ownership resource and we have scenarios where owners don't know that the sound sometimes has been retired, we need to be a bit more permissive with existing cleanup logic.
Tests: Had a fish bite with the fishing rod, started pulling then switched over to a different item, then tried fishing again - with sound pooling this would sometimes throw, but not anymore. Confirmed with audio logs that bad scenario did happen but didn't fail.
GameObject,GetBounds() works with MeshComponent
Mesh component center origin restores child transforms
Fix scene.get embedded nodes for non-target inputs
https://files.facepunch.com/ziks/2024-10-02/sbox-dev_FG2liuGeku.mp4
Fixed broken collision mesh for rock_formation_huge_c
Add all properties of mesh component to sheet, filter the ones we don't want
Reverted recent godrock changes to fix terrain gaps
let dpv be picked up with fuel and give you the fuel if you do
Bradley logs wrapped in unity editor checks