248,620 Commits over 3,928 Days - 2.64cph!
ListControlWidget now supports multiedit, only showing matching indexes
Add and Remove buttons now work when MultiEditing a List
Added support for re-ordering lists during a Multiselect
https://files.facepunch.com/CarsonKompon/2024/December/18_11-03-AjarBaiji.mp4
Right Click -> Duplicate now works on Multiselect Lists
Method name change + some docs
Threaded use of Steam networking API - enable with -nwthread command line switch for live testing
Increased and added more trigger volumes on siege tower - should prevent random kicks for flyhack
- All constructables now automatically rotate to face away from you when placing (makes it more intuitive to place)
- Increase catapult max place distance to support the larger build check radius
Added player check triggers to catapult, battering ram and ballista constructables
Battering ram damage renderer
- Setup to allow constructables to block repair if any player is ontop of the entity
- Push toast to the 'repairer' to let them know
- Added to siege tower initially
Make culling faster & more accurate by bailing early if we know any corner is visible, use local model bounds converted to world
https://files.facepunch.com/alexguthrie/1b1811b1/sbox-dev_zt7IOESilA.mp4
Material bug fix on construction stage ballista
Move -searchpaths logic to ToolAppSystem
Refactor
Results, async
Upgraded and recompiled the GfxPluginDLSSNative dll and fixed the DLSS artifacting when using Ultra Performance mode or small resolutions
Fix possible NRE in PathWidget
vmdl will add animations as a proper source dependency, so they get uploaded ( #1741 )
Updated Medieval Metal Double Door Icon to stop clipping issue
Added Place Holder Medieval Metal Double Door Icon
Updated Medieval Metal Double Door Prefabs
Changed Medieval Metal Double Door Frame texture resolution from 512
Updated Medieval Metal Double Door FBX's
Imported and Setup Medieval Metal Double Door GIBS
Created Medieval Metal Double Door Material
Imported Medieval Metal Double Door Textures
Support non-array drags on ListControlWidget since not all widgets use arrays for single asset drags
Set up battering ram and catapult death screen ui
Fixed a minor battering ram issue with an unfilled hit info field
Can now drag one or multiple entries directly onto the "+" button in a List instead of having to create the entries and drag individually. Resolves Facepunch/sbox-issues#7197
https://files.facepunch.com/CarsonKompon/2024/December/18_08-58-FocusedMassasauga.mp4
Clean up, only apply culling if enabled
https://files.facepunch.com/alexguthrie/1b1811b1/sbox-dev_f0PdSpDS9b.mp4
Deployables can now show "Blocked by terrain"
Added an entity whitelist setting to SocketMod_Sphere
Ladders can now be deployed in siege weapons prevent building volume
Cache all gameobject bounds, fit parent bounds to children
Readback runs callback, applies culling to sceneobject (tho we should really apply this per-view)
Rather than clamping to viewport, if all corners of bbox are off-screen, cull the object
hash_conflict_planter -> main
Fixed respawning planter causing hash conflicts on sockets
manifesti_fix -> primitive
Merge: from amvienceemitter_recycle
Fixes an inconsistent bug on client disconnect from a server trying to reactivate a gameobject.
Tests: validated it doesn't affect entity pool warmup sequence (as we create->retire there). Using `log.level Audio 2` and a bit of 100% code-forcing the issue, disconnected 3 times:
- without the fix, it was 100% generating an error on disconnect
- with the fix, had 0 error reports
Bugfix: don't try to reactivate a destroyed spawnpoing in SERVER+CLIENT
- Reimplemented the spawn point status based on new internal state - this retains original behavior
Editor-only bug caused by my previous change of pooling behavior (destroy object instead of trying to pool it on scene unload).
Tests: on Craggy spawned and disconnected - no errors. Checked BaseSpawnPoint inheritance hierarchy to ensure there's no other places trying to activate gameobjects
edited player animation.controller so the shield impact animations work correctly
Battering ram compile fix
Merge: from main
Tests: compiled in editor
Don't use bind system for these control widgets, feels like the old way of doing things
change approach to be parallel friendly, triangles are found in parallel and then vertices are found in serial (cached by triangle edge to re-use between triangles that share an edge)
- flat array layout of the SDF array is terrible for caching in this setup, but still see a benefit from this approach
Fixed physics issue when building the ballista
Added a position offset setting for deployable guide mesh
Siege tower deployable on rocks too
Catapult and battering ram deployable on rocks