248,641 Commits over 3,928 Days - 2.64cph!
merge from world_update_2
radtown music missing files
junkpile_water and oceanwreckbuoys seaweed dressing
Add ReadAsPropertyName/WriteAsPropertyName to all Vector2/3/4/Int JsonConverters. This means Vectors will be serialized properly when used as Keys in a Dictionary.
Give titles to windows build scripts, so I know what's running
Merged ghostanim.mdl and blackout.mdl
Instead of doing a hack for Episode 1, just merge all these models from all the half-life 2 games, and including portal 1
Episodic Poison Zombie model with fixed animation events
Advisor episodic model hack
The models are too different to be merged, so we swap the ep2 one in, on spawn
Try / catch around new node types in FindAllReflectionNodeTypes
Update existing refs in GameResources when updating package
Normal GameResource processor uses versioned idents too
Consistently sort reference lists alphabetically so diffs aren't so mental to read
Only update references inside project assets folder
Avoid walking into a LoadResource exception, we don't really care that much
Differentiate between persistent and preview contexts when fetching cloud assets, only update references for persistent installs
Show remote/latest version info, incl version id, in PackagePopup
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Optim: Send trees in batches over multiple frames to avoid spike on player connection
This is experimental, but it seems stable initially. On 4.5k procgen world from a save it took 90ms(very rough numbers, including client-side spawning overhead) in total to send all trees, but each frame 1 player took on average 0.2ms to gather & send data. Also need to fix a bunch of bugs
Tests: Ran craggy in local editor session - no exceptions.
GameObject.Deserialize removes existing components not included in serialization when in editor
Disable components when breaking apart a disabled prop. Don't recreate prop components when changing tint etc, only model change needs to
Fix action graph node list not showing new members after hotload
Allow creating instances of simple user types in action graph
```csharp
public record ExampleRecord( int Foo, string Bar );
```
https://files.facepunch.com/ziks/2024-09-25/sbox-dev_PyZRMaMzAu.png
sbox.game browser -> cloud browser
Fix chips height based on whether there are / aren't any
Cloud list view
https://files.facepunch.com/alexguthrie/1b2511b1/sbox-dev_PP05UtzRQT.png
TextRenderer exposes BlendMode
Fixed ScreenPanel not keeping screen dpi in bind when scaling down
It's fine to call NetworkSpawn multiple times, just ignore it
Wrap GameObjectSystem's init in a Scene.Push
waterflow changes
- corrected ordering of writing water flow from shorevectors and river tangents
- moved generation of WaterFlowMap into PostProcessing and put it all in one place
Don't allow wall slide on same wall
Cloud chips
Fixes
Accumulate tags
https://files.facepunch.com/alexguthrie/1b2511b1/sbox-dev_a9UaWWMIeH.mp4
Remove cloud from asset locations
radioactive_water -> world_update_2
Interpolate pan, move center on hero logic to camera
Water purifier no longer purifies radioactive water
Adjusted hill cliffs anchors to fix a gap
Pushed all hill cliffs slightly deeper to prevent similar issues
Ensure throwing out water forces a rad count on the vessel
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Fix new instance node title
Fixed corrupted Cliff_tall_d_diff texture
Fix relaxed resolved method comparison
Add NewInstance node
Use EditorTypeLibrary for Hammer PrimitiveBuilders (bonus: you can define these in your own editor libraries too)
Fixes Facepunch/sbox-issues#6499
Apply Panel:SetHTML/RunJavascript restrictions from main branch
Merge from world_update_2
Add basic edge panning to the camera. Need to add a way to detect if mouse is outside of the game view when in editor
viewmodel - fixed remaining attachment issues
Merge from world_update_2
Another attempt to incraese ocean render margin under terrain to prevent shore wetness from being cut off in certain edge cases
Allow underwater plants to respond to displacement using Brian's new displacement override.
Adjusted displacement planes to see if that has any effect
ToArray() for GetAll<> so can destroy components inside the loop
Add OutlineWhenHovered and OutlineWhenSelected components
Added Plunder and Ambush skills. Renamed and adjusted existing skills.
Fix ParsedLabel spacing issues and made it more uniform
SkillPanels are now coloured categorically. Updated their look a tad.
Fix Land Purchase Networking
Player Inventory is now 2 slots larger by default. Updated styling to account for it
Fix Diamond Pickaxe Item
Added Leather, cows have a chance to drop.
Created Backpack Upgrades, starting with Small Backpack. Picking up will permanently increase storage space
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Added Wooden Shield Textures, Materials, Collider, World Model and View Model FBXs
Setup Wooden Shield Basic Prefab, LODS, Colliders, World Models, Folders
viewmodel - fixed ironsights being too low