249,519 Commits over 3,959 Days - 2.63cph!
Fix TextArea not updating on value change
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Add ISceneCollisionEvents
New Coin SFX
Enabled looping on menu_music
Fix all known MusicController-related issues. Resolves Facepunch/sbox-piecrumb#20
Only show Debug menu option when in editor
Load GameSettingsSystem on Main Menu instead of after save load so main menu respects volume controls
Gave UI buttons custom pointer cursor
Updated battering ram icon
Improve readability of docs sidebar
Catapult deploy guide and construction stages
Deleted now unused meshes
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edited ads postion in mini crossbow viewmodel prefab
Implemented catapult animations
Merge: from main
Tests: Rode the zipline on craggy back and forward, ran around the island and monitored pooling logs
Add small box to the underground workcart
explosion_medium + explosion tex/files
Fix lighting in reflection, no fog yet though
CommunityNewsBox: add icon prefix before comment count
Add a bunch of stats to ingame console
Fix clip distance when under water
Fudge water shader reflection UVs to fix gap
cleanup
- separating MarchingCubes and NativeMeshSimplification into separate namespaces and compartmentalizing them better
Enable #nullable
Playing around with a water shader
Add tags from world object to chunk SceneObjects
removed the prefab just made
updated ians worldmodel prefab with new mesh
renamed VM fbx to be more consistent with prefabs
Simplify networking options in header bar in editor - drop down options in Network for Simulate Lag, Lobby Privacy
mini cross bow world model
lods and basic prefab setup w some scripts
Update: adding source code
waterpump_minimum_depth_change -> main
Reduced required minimum depth on water pump so that its usable in the new rivers
propane_stack_size -> main
Update Propane Tank stack size from 5 -> 20
merge from localcoord-blend-layer
Optimize navmesh geometry collection by fully utilizing the BVH of a physics mesh
Merge: from profiling_improvements
- Moves core of ServerProfiler to an unmanaged DLL - this deals with various mod issues and massively reduces recording overhead (less than 10% vs previous up to 7x).
- Snapshot marks are prefixed with assembly name
Tests:
- 3 times in a row: Generated snapshot in editor on Craggy
- 5 times in a row: Generated snapshot in Release standalone server with 6k world and 190k entities (with borked and good harmony mods)
- 3 times in a row: Generated snapshot in Debug standalone server with 6k world and 190k entities (with borked and good harmony mods)
- Built Wint64 client (debug and relase); booted up release
Set battering ram gibs mesh to read/write enabled
Updated gibbable component
Clear volumetric fog texture on creation, this seems to could've caused problems even back on Alyx but issue is bigger now that we don't write to all volumetric fog froxels at once
Fix ClearUnorderedAccessViewUint not clearing properly for Texture2DArray and Texture3D
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Mini crossbow icon render setup and icon
Update: Avoid shipping ServerProfiler to clients
- Done by deleting the dll after it's built
Tests: Build Win64 Client Debug and Release - no more dll
Update Catapult Flammable Ammo Textures and LODS
Handle TcpSocket not being able to start more gracefully