251,241 Commits over 3,959 Days - 2.64cph!
Increased ballista textures aniso level, less blurry in first person view
primitive -> 4ShotMiniCrossbow
Ballista:
Fixed reloading while aiming feeling choppy
Improved the client prediction
Broke the audio tho, needs more work
Imported Pies World Model FBX
Setup a Basic Pie World Model Prefab
Updated Pie Materials and Increase Pie AO Texture Map
merge from primitive -> aux2
Add GameSettingsEntry.Default since we'll want to give the controls default values
merge from primitive_gm -> primitive
Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup
Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits
Add TextureEditorPopup
Fix NRE on server startup by removing the balancing of spawn population weights
- trust that the convars will be set early enough in startup
- worst case the weights will even themselves out as players consume resources
merge from primitive -> primitive_gm
Remove unused max walking speed
- Cleaned up siege tower ramp colliders
- Ensured transition onto siege tower ramp and into the door are smooth
Added tiling reinforced glass material. Removed baked AO from battering ram door.
Update: ServerDemoPlayer - now loads a save associated with the chunk
Doesn't actually move the player entity, but it's there. Will investigate what I'm missing next.
Tests: played back demo, saw logs confirming spawning of 330 entities from save, and saw player entity in the world.
Rotated Crossbow worldmodel again
Bugfix: FullDemoServer - properly drop packets that were recorded before initial world save
Still not sure if it's the best option, as I worry we might miss a couple packets. Alternatively could just clamp timestamp to 0.
Tests: Played back the server demo - managed a full playback(previously it was stuck at start)
Added right click method to print out npc vending orders into a nice text format
Add ConVarFlags.GameSetting
Add internal TypeLibrary.GetMembersWithAttribute<T>
Add EditorUtility.CreateTypeLibrary( CompilerOutput[] )
Publisher: after compiling a game, create new TypeLibrary, load in the game's assemblies, and search for ConVars marked with ConVarFlags.GameSetting, include in metadata when publishing
Updated FGD files
Remove redundant category from npc_tf2_ghost
Minor cleanups
Fixed Entity.DoNotDuplicate not affecting saves properly
Do not save singleplayer tool ghost in saves
Restore CameraProp's keybinds on level transition
This really needs to be done for all tool entities
Ensured the rest of the siege towers are in the correct bundle
Updated deprecated CPanel calls (#2184)
* Made NumSlider automatically pick the convar value.
* Added PropSelect method to controlpanel.
* Replaced "AddControl" with non-deprecated code.
* Added dedicated method to select rope material.
* Various fixes to suggestions
* Minor changes
* Minor clean ups
* Fix Balloon tool having broken model selector
* More cleanups
* Added ControlPanel:ComboBoxMulti
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Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
Ensured siege tower is in the correct content bundle
Added missing label to siege tower (was preventing it from being picked up on manifest build)
Added SoundscapeTrigger.Volume so you can control the volume of a Soundscape from the component
Added more property/enum docs to SoundscapeTrigger and gave TriggerType entries [Icon]
Updating battering ram hardware rig
Added separate reflection modulation support to the environment volumes
Add placeholder sounds for the tiger
Standardize internal way to async replace placeholder textures
Add Sandbox.Utility.ForAsync
TextureGenerators are async
Fixed a bug where calling GameObject.GetPrefab could network spawn game objects. Never network spawn game objects if its scene is a PrefabScene.
Merge branch 'master' of sbox
New Clothing - Headphones
https://files.facepunch.com/daniel/1b2011b1/0OyFzoEgI6.png
LODs and Human aswell
CommandList.GetRenderTarget with SizeFactor, don't allocate DepthTexture for it since it's not being used anywhere yet
Overlay is considered a game layer since it draws to color, fixes depth prepass for overlays, remove overlay prepass from renderpipeline_standard
Optimze Pixmap.FromTexture (don't swizzle the format 3 times)
4096x4096 339ms -> 115ms
2048x2048 90ms -> 50ms
1024x1024 20ms -> 10ms
Bottleneck is going to be the data read from GPU -> CPU, not much else to do
Fixed an issue where FromHost sync vars could get stomped. Optimized delta snapshot updates - we no longer need to even try to process networked objects we don't own. Fixes Facepunch/sbox-issues#7261
Security check in snapshot processing - don't process snapshots we receive for an object if the source connection doesn't own it and isn't the host
Force add compiled VR menu scene
Stop "Create Sound Event" pranking people by opening to the wrong directory, resolves Facepunch/sbox-issues#7421
Move VRSceneSwitcher + add warning and move back to OnAwake, recompile main menu
In VR, menu defaults to having VR tag enabled
Merge branch 'master' into jsonfree-clone
Update: SaveRestore - separate save-to-stream processing from main loop
- Done every end of frame
This made it problematic in editor, as our regular saving loop is disabled by default in editor.
Tests: recorded full server demo with 1 min chunks - saw the saves being generated for each chunk
In VR, menu defaults to having VR tag enabled
More art progress
Add some colour tint and expand art
Reduce tiger speed as it was too fast most of the time, fix hurt anim not playing, add very basic placeholder hitboxes
Move VRSceneSwitcher + add warning and move back to OnAwake, recompile main menu
Clean: FullServerDemo - separate benchmarking code to a partial class
Tests: editor compile in Client, Client+Server and Server modes
Buildfix: don't leak server-only callbacks for IDemoProcessor
Tests: compiled in editor in Client mode
Reassign tiger skeleton bones
Forward OnDied to entity component
Bugfix: FullServerDemo - record server info in editor
- Removed previous static globals
Reimpelemented via IServerCallbacks so that we have 1 point of modification instead of multiple
Tests: Recorded a session on Craggy in editor - generated json had the data
Stop "Create Sound Event" pranking people by opening to the wrong directory, resolves Facepunch/sbox-issues#7421
Force add compiled VR menu scene
Update: FullServerDemo - create a save when starting a new chunk
- Moved chunk logic outside of packet serialization
- Using double buffering of packets when performing a save, to sort which packets go along which save/chunk
- Packet timestamps are now resolved during recoridng time, not during demo thread's serialization stage(as that can be deferred and out of sync)
- Moved all demo-related logic from BaseNetwork to BaseNetwork.Demos
Mostly done with the recorder side.
Tests: Ran around on craggy with editor's autosave enabled and at max frequency (1 second), and demo recording at min chunk length(1 min).
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assigned tiger avatar definition to tiger anims
cleaned up catapult ragdolling and improved ragdoll mid-air flailing