240,128 Commits over 3,837 Days - 2.61cph!
Prefab 2 -> Prefab
PrefabScene: create a root object if there isn't one (case: creating a Prefab from Asset Browser)
Use aliases for types like float, int, bool
Cupertino: Remove bunch of win32 & x86 implications, casting for Clang, -Wno-register, multiplat build retail native
Cupertino: Use GameNetworkingSockets outside of windows builds, build EtcLib for arm64
Node library tweaks
EnterNameMenu fixes
Avoid re-using member names of deleted members
Fix menu item ordering with headers
Fully refresh component list on hotload
Small Action Graph editor fixes
Steam audio scene system
Apply direct
Fixed bugs with inventory not being referenced correctly
Create properties from inputs
Cupertino: fix copy_postbuild.sh
Cupertino: add xcode_codesin.sh and xcode_gen_dsym.sh
Cupertino: update osxarm64 vpc binary
Add support for OSXARM64 platform for schemacompiler, fix CBaseFileSystem::GetModPath override, zip_utils on posix and vpc doesn't need to link from all these on other platforms
Cupertino: libsteam_api
platform_compile_base makes weird assumptions for using CLANG or GCC on windows
Izabu/Cupertino: Izabu implies SSE SIMD, shim it with sse2neon, fix constructor on IzPulleyJoint
merge from gnb_shader_updates
Fixed shaders to support GNB again
Bomb prefab, game manager component
Player prefab
Rocket boots item. Consume charge to fly. Starts recharging after being grounded for 3 seconds.
Can set default values for component properties again
https://files.facepunch.com/ziks/2024-02-09/sbox-dev_v4JnzXDks5.mp4
ComponentDefinition property default value hotload fixes
Import heightmap dialog, support different resolutions
Put all terrain editor code in its own namespace
Add steam audio
Update steam audio binaries
Add steam audio binds
Add BinauralEffect processor
Make breakable, block into prefabs. update scene to link all the objects to prefab
Bombable
Add bombable comp
Update shader to what I think is right now
Playing with a live value inspector on hover
https://files.facepunch.com/ziks/2024-02-09/sbox-dev_0Iwj4OgIbd.mp4
Cloth, clothflesh, concrete, metalore
more biome visuals compatible props and structures
Menu.AddOptions: support having headings at any depth
https://files.facepunch.com/ziks/2024-02-09/devenv_mRkCi2hCHa.mp4
Node list tweaks
Play sounds from the point of view of the scene camera if we're not playing the game, and this window is focused
Strip as much as I dare right now
Rebuild component type if method or property removed
Route SoundHandle through managed system, use speaker volumes etc
Fix invalid program involving value type inputs
Merge from main/map_entity_load_fix
Fixed SpawnMapEntities not being called at all when loading a save was attempted but the file did not exist (derp)
Fixed recipes still sometimes calling for raw meat instead of cooked
Flag collider/bounds change to make it easier to melee dig
Check ingredients by item ID
Remove unused args
Add some more c# compatible funcs to CAudioMixBuffer
Add AudioBuffers, MixBuffer
When making meals, take stacks into account
Fixed missing deer kebabs
create mixer - can play sounds!
Leaderboard backup, run #9484
Added new teas to information panel
Added a poison warning if the tea is going to poison the player
Remove debug mode from explosive vis
New system, combine ingredients button
Try to do the shoelace formula manually
Rethinking. Let's see if we can base things on the existing furnace code again.
Added a modular car speed tea, can be inserted into a dedicated engine module via a radial option if the player has the appropriate tea in their inventory
Doubles engine power for 15 minutes
WIll heavily poison player for 10 minutes if consumed
Add horse laxative tea, doubles rate of dung production when consumed by a horse for 15 minutes
Horse still requires food to produce dung even while this tea is active