248,733 Commits over 3,959 Days - 2.62cph!
Merge: from /main/soundmodulator_leak
Tests: spawned car_2mod_01, drove around - pool telemetry stayed stable, audio was good.
Fixed vending machine skins being rendered as beanie hat
Merge: from main
Tests: built all modes in editor
merge from world_update_2
Move Hammer stuff to its own project
We don't need <Vulkan> in the editor title anymore
Cleanup
set the large powerlines path to avoid beach and beachside to prevent paths intersecting cliffs on the coast
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HCR viewmodel - Corrected slightly offset ironsights
Leaderboard backup, run #
14164
Merge from world_update_2
Fixed two possible cave configs that had misconfigured culling volumes that would result in seeing through into the void
cave_large_hard, cave_small_medium
testing cloud improvements
Merge from world_update_2
Only clear decals that are going to be recycled when playing back a demo shot, leave static monument decals untouched
Some prefab cleanup on divesite_d, still needs more work
Fixed starfish_01 not culling
Prefab replacer now selects the newly spawned prefabs
Merge from world_update_2
Radtown: Fixed floating vats and other interior props. Fixed some one-sided caution signs to use fence variants. (S2P)
NPC Ginnle and Update to Map
Merge from world_update_2
Fix holding ALT not providing gizmo inputs. Resolves Facepunch/sbox-issues#6495
Revamped hill cliffs Anchor length, SlopeScale and TerrainPlacementlBlocked radiuses to make cliffs spawn on steeper slopes than before
Reduced ObjectDistance for hill cliffs from 5 to 3
Allowed hill cliffs to overlap Roadside and Railside topologies
Added ParsedDialogue class and DialogueEntry.GetParsedDialogue(). Includes support for <pause:time> tags
First Pass on DialogueBubbleUI, Cutscene Manager now displays dialogue via this Panel.
CameraTargets now have EditorHandles and Gizmos, rework their functionality too.
Created basic Dialogue Component
Rewrote CutsceneManager to take in Dialogue instead of MovieClips. Remade the test cutscene to work with the rewrite.
merge from fix_monument_scenes_client_entities -> main
Fix monument scenes causing entities to spawn on both client and server inside monuments
Fixed airfield sometimes spawning too close to river
Add JSON converters for InputDefinition / OutputDefinition
Fixed rivers being allowed to continue too long below ocean level, causing the ocean to flood large areas of the terrain
Fixed underwater specular on terrain
Make Resource IValid, not valid when not yet loaded/missing
Replacing deleted assets is treated as new, triggers reload events properly
Deleting/replacing prefabs updates instances in open scenes
Prefabs: register promise for missing source files, update inspector UI to show missing
Add chunky mode to ResourceControlWidget
HCR viewmodel - removed sway from ADS fire anim
Optim: lazy-allocate Sound Modulator lists
- Added an assert to trigger when we try to remove a modulator we don't own
Noticed that we have 3 modulators on average per 4 lists of modulators, so we can save 1-3 lists per sound and recycle better.
Tests: When driving around, got max 42 SoundModulation instances with 66 lists (instead of 168 previously)
unfucked oasis_c terrain data assignment - was due to a undone rename earlier in the day
repainted the topologies for ocean/oceanside/monument in it
Fix Close On Launch not being saved properly in Startup Window (Fixes Facepunch/sbox-issues#5718)
Update: don't expose modulators outside of SoundModulation
- Changed printEngineSounds cmd to update more detialed info while removing redundant info
- Simplified checks since we can now guarantee that our object is safe by construction.
Tests: drove around in a car and checked the output in console.
Mention valid sample rates in "Invalid sample rate X for sound Y" warning
exported wolf run attack shorter anim and edited wolf prowl anim
Make wolves run away if they are hit by fire, improve blackboard vislog