249,933 Commits over 3,959 Days - 2.63cph!
Update item inventory slots to be more consistent (throwables in 5, special weapons in 4)
Merge from branch /main/indirect_instancing to branch /Aux
DANGER: Enable Read/Write on ALL models project-wide
Cleanup spline component & tool naming
DANGER: Enable GPU instancing on ALL materials project-wide
chest freezer, laundry basket and microwave
Merge branch 'main' of sbox-assets
Rat: die after a set period of time (30s by default)
Update Facepunch.ActionGraphs to 1.9
* Fix graph compilation times
* Compiled graphs avoid allocations where possible
* Compiled graph performance is now much closer to C#
* Cleaner node definition API
* Groundwork for new features #1667
* Fixes #1756
Clean up game object / component reference structs
Indirect instancing:
Add support for potentially any shader derived from Unity Standard, currently enabled for all shaders in the Standard/ folder.
Add support for MeshCull, RendererLOD and MeshLOD.
Add editor scripts to enable GPU instancing and Read/Write on all assets.
Use a nullable value for Color to allow future optimisations for non-coloured objects (most of them).
Add the camera component from code, but only once.
Rename instanding_id to instancing_handle.
Rename IndirectInstancingManager and IndirectInstancing to IndirectInstancing and IndirectInstancingCamera respectively for clariy.
Leaderboard backup, run #
16762
Serialize ParticleFloat manually, so we can read as a constant float
ParticleEmitter.Rate is a ParticleFloat, allowing curve/time based emission rates
Base SplineModelRenderer of ModelRenderer
Allows Tint, MaterialOverrides and other options to be used on spline models
Submitting burst cloth knocker for knight armour
Update blowpipe firing animation and recoil adjustment
Whoops: supposed to KEEP the RHIB in primitive
using tow anchor transforms for angle testing, not body transform
Set convar in primitive gamemode so rowboat spawns rear of cargo instead of rhib (since RHIB is supposed to be disabled)
Add convar `cargo_escape_boat_rhib` to control whether a rowboat or rhib will spawn on the back of cargoship
Weapon and Health pickups in map
limiting angle towing can be started at with toast popup to straighten up if a player's trying it at a wide-angle
Enable Global Scale for spline models
https://files.facepunch.com/lolleko/2025/January/10_11-16-TintedAfricanparadiseflycatcher.png
LobbyConfig.HideInServerList would let you hide a lobby from appearing in any server lists in s&box but still queryable with QueryLobbies
Update: Server-Editor tries to synthesize position ticks for other players in client-demos
- Also supports movement of other, non-player entities
- Only handling positions for now
Doing this to allow for more thorough testing. Some ticks get rejected despite being in the same position - need to investigate why.
Tests: played the same demo as before - checked logs to see the injection and acceptance of ticks.
Add DebugOverlaySystem.ScreenText
ensuring towed siege weapons aren't forced to sleep while being towed
fixing tow joint constraints being incorrect when towing begins non-aligned
Updated 4k AO textures for media
fixed incorrect capsule collider on half and low wall corners for gingerbread building skin
merge from primitive -> aux2
merge from primitive_gm -> primitive
Ensure missions can't give out items that are blocked by an era
- ideally missions rewards are changed if they aren't allowed in an era but this is a failsafe
Ensure vending machines don't sell restricted items
- block orders with restricted items from being networked
- also block it from being bought if the sell order somehow goes through
Leaderboard backup, run #
16757
merge from primitive -> aux2
merge from primitive_gm -> primitive
Show a red background around restricted items in the F1 menu
Fix fbx import crash, face set doesn't exist in mesh?
Fixed some knight armour item setup issues
Fixed new horses not working with the trophy system
Fixed auto turrets targeting the new horses
survivor lights
survivor light lerping
fade minimap pixels at night
light flash
DepthNormalPrepassLayer stub, DepthNormal shader class consumes from S_MODE_DEPTH
Spritecard tries to sample lightmaps from vertex shader which isnt what we want, remove dynamic combo rules for lightmaps
Build shaders with bindless lightmaps