248,634 Commits over 3,928 Days - 2.64cph!
WIP validity conditionals
Merge: from runtime_profiling_pooling
Fixes pool telemetry flood.
Tests: hacked code to force run pooling telemetry - confirmed reduced telemetry.
Bugfix: Respect profiling pool flush interval for pool telemetry
This caused to send ~100kb every update
Tests: hacked code to run analytics
Merge: from main
Tests: none
Cliff hills / added radius to terrain filters to prevent spawning on rail
Razor @namespace doesn't want a trailing semicolon
Fixed truncated entities max health text
Added shadowproxies for cliffs
Max 15 tags
Simplify list drawing code a bit, display author in cloud view
Make chips widget shorter
Fix Facet icons
DropDown widget
Tweak AssetList icon sizing
Display facets next to tags - not a huge fan of this, seems overly compliated
https://files.facepunch.com/alexguthrie/1b2611b1/sbox-dev_LSGvHQMFEE.png
When selecting a map auto select the ParentPackage game, if set. Default to Walker if not.
Remove old "launcher", add map select to gamemodal
Make package selector acceptable
Fix ComponentSheet filtering out methods
Map update and Guard Dialogue
Added 2 new biomes to Tileset
Rewrote WorldManager to use bools for tiles and strings for chunks instead of having a biome string per tile. Required a lot of refactoring.
Remade the island layout using the new format
Update WorldUnlocker and WorldSave to properly set the starting biomes from island layout
Reworked Tile/Entity spawn chances to be more robust, updated all existing tiles/entities.
Don't let the player place earth on existing earth
Update SpriteTools
Rename all grass tiles for uniformity. Give each their own unique item instead of a single green grass
Update SpawnChances for existing mobs
christmas light blockout mesh
Fix NREs when opening a Sprite that references images that no longer exist (or have moved)
Fixed the TMP fonts conflicts (fixes missing Arabic font)
Remove RebindingPanel, should be using modal
Mark unsaved changes for all scene edits again
Add File > Close Project shortcut to quit and return to launcher
Large rock formations / Added radius to terrain filters to make sure they don't collide with tunnel entrances
Put expression node plugs in header if only one input / output
https://files.facepunch.com/ziks/2024-09-26/sbox-dev_lYhXT4ah9M.png
merge from world_update_2
merge from instantcam_worldmodel_lods
merge from canvas_chat_fix
cigarette and brick mesh and texture update and adjustment
Tweaked cliff prefabs in an attempt to fix broken grass spawn
Tweaked height mesh meta settings
- Ensure containerWear is properly added to calculate inventory radioactivity
- Ensure ItemModContainerRads goes through every item in its contents
- Added extra profiling to ItemModContainerRads
burstcloth - fix to initialization of collision direction when initialized with some rotation (only come up as a problem in media prod so far)
Tweak FindPackage cache times
▄█▇ ▅▅▉▇▊ ▉▍ ▊▍▉▆▌█▌▇ ▇▄▌▅▇▋ ▋▅▉▆ ▉▍▇▌ (▊▆▊▋▅▉ ▋▋▅▉▍▊▍▋▆▋▄)
Prioritize FbxNode name over FbxMesh name for modeldoc mesh names - If you needed it to be the other way, blame the guy that wants it this way
Get rid of log
Node plug labels match header text colour
https://files.facepunch.com/ziks/2024-09-26/sbox-dev_EFyQuHEEXj.png
Don't need to bother getting parameterless function if we're not going to use it
Add basic selectable tree model, fix hover outline showing on already selected item
Mark procedurally added outline comp as NotSaved, NotNetworked
Some test maps plus repro case for weird nav
Tweak graph editor grid size
https://files.facepunch.com/ziks/2024-09-26/sbox-dev_OTHe5wmoKA.mp4
Allow [Change] attribute to have parameterless callback, parameter version takes priority
Let's not have 2 KeyBind razor components, use same styling as settings for BindModal, fixes not being able to bind properly
Fixes Facepunch/sbox-issues#6421
Fixed arctic variant of cliff_jutting_d
Merge IEnterStateEvent/ILeaveStateEvent into IGameStateEvent
Add some placeholder assets for testing. Add CursorController + some cursor types.
- Added backpack contents to player inventory rad damage
- Swapped backpack to use ItemModContainerRads to ensure its radioactivity levels are performantly calculated
Only show collider Trigger actions if enabled
Add ActionsComponent to replace Component.OnComponentUpdate etc
Hide Component Actions in inspector (right click header to get them back), show Actions with other properties