250,725 Commits over 3,959 Days - 2.64cph!
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Merge from elevator_vehicle_parent
Added trike to office lift allowed list
Updated office_ceiling_light_a prefabs to include new mesh. Added new materials and textures. Let there be light!
Don't need to change ext here, it's done in CreateWorld
updated, created and added AO for the following models:
AK47u (two materials missing AO)
Bone Knife
Cleaver Big
Double Shotgun
Eoka Pistol
F1 Grenade
Flamethrower
Hacksaw
Sickle
Hammer
Hatchet
M249
Mace
Machete
Nailgun
Paddle
Pickaxe
Pipe Shotgun
Salvaged Axe
Salvaged Hammer
Salvaged Ice Pick
Spas 12
Stone Spear
Sword
Sword Big
Thompson
Toolgun
Torch
Wooden Spear
Weapon Module - Flashlight
Weapon Module - Holosight
Weapon Module - Muzzleboost
Weapon Module - Lasersight
Weapon Module - Muzzlebrake
Weapon Module - Silencers
Weapon Module - Small Scope
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Add support for number pairs in `aspect-ratio`. Can supply as `16/9`, `4:3` or `2 1`. Resolves Facepunch/sbox-issues#5975
Boomerang Material Update
Fix Save All Scenes only saving the current scene
Fix little mistake in FindInPhysics
added shoals to junkpile_water prefabs
Added Click and Drag to move tiles in Tileset Editor
https://files.facepunch.com/CarsonKompon/2024/July/28_16-49-VibrantIvorybilledwoodpecker.mp4
Fix Component.Destroy CallBacth error
Component.Task returns a cancelled TaskSource if no GameObject
Update sentry sdk from 0.5.2 to 0.7.7, build targeting lowest windows 8
Added Vector2Int * Vector2Int operator since I forgot it
Leaderboard backup, run #
12787
Reorganize structure. Fix up. Recompile shader 1
Fix pointer events - disable guassian blur shader for heatmap for now its broken
Fixed scrolling
Fix divide by zero error when dragging sprite with single frame in first animation
Support TileSize of non-square size. Draw grid accordingly.
Push the example assets for now since old ones are ancient
Add Gizmo.Draw.Grid(GridAxis, Vector2) to draw a grid of non-square size
Make LobbyCards look different from PackageCards so it's a bit more obvious that they are lobbies and not the games themselves.
v_spaghellim4: new animations & base animgraph
Fix divide by zero error when dragging sprite with single frame in first animation
Revert "send timesince relative as score"
This reverts commit de75c3de691e3d2dabcd512a01e35b3ded3b0206.
Create a CallbackBatch around Udpate/FixedUpdate/Start, so inner calls don't create their own, and callbacks all get called at the end
Fix NRE in LibraryDetail
Fix NRE in EnumControlWidget
More missing dependancy diagnostics
Reset error report counters between games
Better fingerprinting
Error report unit test
Diagnose startup problems by testing individual assemblies before launching
Allow traces to ignore static/dynamic/keyframed bodies
Report native library not loading as a special exception
SystemInfo has StorageSizeAvailable, StorageSizeTotal
Rename ErrorReports to NativeErrorReporter to create a distinction
Load version info as soon as possible
Move error reporting out of Bootstrap
Catch startup errors
Remove max thread count from pooled dynamic vb/ib, fixing crash when used from too many threads (.net threads with unreliable ids)
Leaderboard backup, run #
12775
fix charger flipX, show timer when game over
send timesince relative as score
fix gameover timer
A range of shoal prefabs.
Critter displacer added to main camera.
Surface culling still buggy (WIP)
menu, TimeSinceRunStart, anim tweak
Fix NRE in VrHand.cs
Fix NRE in Terrain.UpdateMaterialsBuffer - @handsomematt might wanna check this
Ignore packaged message deserialize errors - assume they're happening while we're joining and don't have the types yet
Diagnose sockets[i] somehow being null
Fix NRE in Input.Process
Ignore NaN positions with a warning instead of an exception
Fix being able to double destroy components
Make CallbackBatch 'safer' by making it always require a scene
No longer take ownership of Manager GameObject
No longer take ownership of the GameObjects that shouldn't be owned by anyone
Mark a bunch of client-side prefabs as Never Network
Update Shadow Spawning and make them client-side. Reduces a ton of network load.
Remove .wav files from ResourceFiles
Move SpawnShadow from OnAwake to OnStart to ensure GameManager initializes
Stop looping through every player and doing sqrt calculations for each individual sfx
Don't network Current/Required Experience since it isn't shown to other players
Don't run certain Spitter code on non-host
EnemyBullets should only check collisions on host
Don't update Hud on Time.Now, make fade in client-side
Save game.scene after having it run the JsonUpgraders
Sync attacking animation
Broadcast Explosion animation for Exploder
Fix Fade-In. Do it entirely thru CSS so UI doesnt rebuild every frame while fading.
Update SpriteTools
Move Player Nametags code into its own razor panel so it can update with Time.Now without updating everything else
Hopefully fix most of the animation networking issues. Also fix sounds for other players not playing
fix exploder spawn anim not playing
Revert "Move SpawnShadow from OnAwake to OnStart to ensure GameManager initializes"
This reverts commit db7cdf26e0ad0bc78e0db7eb4522f354ba22d927.
fix sprite anims
Add twist/pull forces to particle effect
https://files.facepunch.com/garry/9f0a0575-f148-46d6-8f1f-75cdb8d1b8aa.mp4