250,916 Commits over 3,959 Days - 2.64cph!
Fixed not being able to edit these advanced networking settings in prefab editor - working around NetworkAccessor ref struct
Added Croc to hunting trophy, modified corpe prefab, changed Item definition in croc prefab.
This should solve the uploader problems for games above 2.14 GB
Fixed GameObjectHeader NRE in prefabs
Fix errors when trying to render dynamic cubemaps in editor
enabled ppd on brick piles
Fixed a wall with incorrect LOD values in trainyard culling too early
Leaderboard backup, run #
12655
Fixed homing missile launcher UI staying on screen if player is being spectated and the spectator changes target/goes into free cam
Use dedicated `gameplay_analytics` convar instead of requiring the server to be official with stats enabled
Start refactoring EventRecord.Submit() to static SubmitPoint() (so we can force use of uploader classes in future)
Remove eventrecord blacklist (was used to stop uploading of frequent events) because it's not used and complicates code
- if events are spammy we can remove them
Fix shipping container walls ColliderInfo component missing Opaque flag, preventing spray can sprays from working on them
Merge from zipliine_improvements
Increase max zipline length to 185m (was 175m)
Fix sidecar bike pulling slightly to the right again
Give all bikes a bit more air control power
Make sidecar bike control much more similarly to the standard bike
Added Dragging to re-order Layers
https://files.facepunch.com/CarsonKompon/2024/July/22_23-09-ThoughtfulNabarlek.mp4
Change Height of Layer Scroll Area
Darken the layer being dragged
flipX, some cleanup
_deathScale, sfx networking tweaks
remove SetFlipHorizontal
Moved existing Code files into a "Sprite" folder
Create Tileset folder and add a basic TilesetResource
Add empty TilesetComponent with stripped Tile class. Will optimize this further later.
Began basic Tileset Tool, Draw grid with gizmo instead
Create TilesetToolInspector, rebuild on hotload
Strip TilesetComponent.Tile class and add TilesetComponent.Layer class
TileMapTools -> TilesetTools. Add ControlSheet to TilesetToolInspector
Create GameObject w Component when necessary
Added SelectedLayer and Active to TilesetTool.
Tileset Tool Header shows Selected Layer
Created Layer List Widget and Layer Widget, displays in both ToolInspector and TileComponent
https://files.facepunch.com/CarsonKompon/2024/July/22_22-51-HugeOtter.mp4
TilesetComponent.Layers is now a property under the Layers group
Minor scrap transport damage fx improvement.
Improving patrol heli damage fx WIP.
Merge from zipline_improvements
Fixed several powerline platforms missing the correct PathSequencePowerline component, resultilng in too many zipline platforms spawning
Increased the maximum distance a zipline can travel to 175m (was 150)
This brings the same test map used on this branch to an average zipline distance of 216m (was 188m and is 121m on release) but brings down the total zipline disance to 19km (was 30km and is currently 20km in release)
The inflation in total zipline distance in the last revision was largely driven by ziplines overlapping each other and making a bit of a chaotic mess of lines, this is now much cleaner
Not deployable in large hollow trees
Fire damage do not trigger the alarm
Additional checks on wire deployment
▇▌▉▌▊ ▅▄▇▋ ▇▄▇▊▄▅▅▇▄_▌▊▌▇▉▇▌▄_▌▌▇
▌▅▆▅▅ ▄▉▌ ▌▊▋▅▇▉▌ ▋▋▊▌▍▄▉▊ ▊▍ ▊▋█▉▌▋▇▅ ▊▆▇▄ ▉▋▋▍▉▊▍▋▄▄▋ █▊▉ ▊▄▄▄▆█▊ ▅ █▆▄▆▄▌▇ ▄▊▆▉▊▅ (▍▅ ▄█▍▋▌▍ ▊▍▄▍▆▅ ▆▄ ▊▄▌██▆█▍▇▉▄▇▄ ▇█▌▍ █ ▊▍▄ ▉▇▊, ▋▆▌▆ ▍▇ ▌ ▋▅▍▄▆▋▅▋▊▊)
Don't allow mesh shapes to generate contacts on sensors
First pass on browser info
Added first pass of jungle wall ruin caps for kit testing
Protobuf gen etc post-merge
Fix shitty jitter and noise in volumetric fog https://files.facepunch.com/sam/1b2211b1/NDCtmFBjFj.jpg
Adjust depth bias for gizmos and debug lines, we have way more granular precision than I thought
Add Storage Usage Widget to Publisher Wizard. Useful for finding out what has the largest impact on file size.
https://files.facepunch.com/CarsonKompon/2024/July/22_15-25-WellgroomedKomododragon.mp4
Cubemapper Fixes (#1627)
Refactoring and fixes for Cubemapper, cleaned it up, makes it really WYSIWYG
Makes them work on Scene viewport
Updates any time they're dirty
Barriers should be set properly now
Parallax for ambient envmap lighting
Diffuse lighting from envmap should be working properly now
Cubemap feathering is tighter by default now, should fix some "leaks" now that skybox is also a global cubemap
Now deployable on the Default layer (fixes a lot of issues with monument colliders set on the Default layer)
Disabled collision with player vehicles and AI vehicles
Tweaked the deploy volumes again
Added a way to override the placement layer mask of a deployable prefab
Detangle all this from Cubemapper, make it able to render inline rather than on a render block
Redo update strategies from envmapprobe, much simpler, works everywhere now
Change dynamic envmapprobe to use 7 mips which is the calibrated value for Cubemapper, change default feathering value to a tighter .25f
Use parallax for ambient envmap lighting https://files.facepunch.com/sam/1b1511b1/sbox-dev_a6lt3mNtWW.mp4
Doing cubemap rendering with it's own rendering view is causing all sorts of issues, make it run on the same rendering view context as everything else again
Adjustments for cubemapper and set barrier before setting renderstate
Make sky always sample from mip 0, ensures that it's always sharp even in low res viewports (eg cubemap fetching
Hill cliffs erosion progress
Use two passes for ggx cubemap filtering just like in cubemapper
Use bilinear filtering for SampleEnvironmentMapLevel, worth the tradeoff since we're much faster now
Up sky.shader version
change sun angle so no wall shadows on sprites
Combed Network Mode, Network Interpolation, and Advanced Network Settings into one condensed menu
https://files.facepunch.com/CarsonKompon/2024/July/22_12-45-ClearcutGlobefish.mp4
Added [Icon] attributes to NetworkOrphaned and OwnerTransfer enums
Move Interpolation Icon to be the same as the other options. Remove unnecessary code and comments.
Give Network Options button ToolTip
Change Network Orphaned -> "Orphaned Mode" and Network Interpolation -> "Interpolation"
Disable extra network settings when Network Mode is not set to Network Object. Radio Options no longer interactive when disabled
Grey out interpolation icon when disabled
Merge pull request #1631 from Facepunch/new-inspector-network-menu
Updated Network Settings Menu in GameObject Inspector
Grey out interpolation icon when disabled
Fix compiling invalid async graphs