250,302 Commits over 3,959 Days - 2.63cph!
Add: new StringView utility
It's essentially a ReadOnlySpan that keeps alive it's referred-to string, and is able to be stored as a member variable. Only contains a smidgen of algorithms that are needed to use it as part of ServerBrowserList. Goal is to find out how much code we need to update to be able to eliminate most allocations in the browser refresh flow.
Tests: none
Voxel models can have their own palette using a structured buffer
Resource node depletion visuals, regeneration
Phrases build without the DLL
Placeholder resource node
Don't call NetworkSpawnRecursive in editor 🤦♂️🤦♂️
Fixed source generator broken reference
Keep the map as low res as possible (256x256) since we only have a couple of radioactive water objects
Use arrays for the voxel normals in shader
Swapped radioactive water check from physics checks to a texture map instead
Can collect items from resource nodes
Fixed industrial lamp and simple light wires clipping with wallpaper
Implement GetWeaponEffectiveness
Internal HookAfterDepthPrepass
Darken AO texture since we're compositing to ambient lighting properly now
Networked scene load (#1648)
Loading a scene over the network now just sends a fresh snapshot and re-handshakes with clients, rather than telling them to reconnect later and disconnecting them all.
OnChangingLevelMsg -> OnSceneLoadMsg
Separate scene loading & finished loading, broadcast to clients as soon as we start loading a new scene
Tweak leggy gait
Update libstates
Add ResourceGatherer weapon component
Drone has damage numbers
WIP wander helper component
burst cloth handling view model scaling
- requires setting a transform field on viewmodel burstcloth setups (done for frontier_hatchet)
Instead of booting to Main Menu when no selected Character, open Character Select Modal. Only spawn Player once a character is selected.
Added new Dart ammo type.
Added a basic damage bone dart item.
Set blowpipe internal mag to use darts.
WIP
Added more functions (enumerations) - also added top/bottom of pipeline bits for stages and a generic flush intended for testing as this will flush the pipeline (wait for all gfx cmd buffers to complete.
Limit leggy turning speed
Started on leggy lad
Leg component with some janky IK
Move SceneLoadOptions into Sandbox.Engine, forward to Sandbox.Game
Send SceneLoadOptions over network
We only need to worry about ShowLoadingScreen - both IsAdditive and
DeleteEverything would be handled by the host and then applied to the
fresh snapshot that we send over, so we shouldn't have to worry about
those
Remove auto-added using
Applied shelved placeholder item setup
protocol++
Cut all this down some more so we're not changing things for no reason
Added TextMeshPro to the clientsideOnlyTypes list in PrefabPreProcess, so it is stripped before its MeshFilter
Register handler instead of using internal message type (same as before)
Make it clear that all of this is called after the scene has loaded, clean up
Automatically mount shared drive on Mac
Just rotate the character always for now
Make the footstep component play on SkinnedModelRenderer.OnFootstepEvent instead of arbitrary timer
Fix modeldoc vox importer using color palette wrong
Add a few sounds for weapons, melee weapons have a delayed swing
Adjust attack range for Sword