249,818 Commits over 3,959 Days - 2.63cph!
Add maplist convar, use it to select the next map
Ensure entity handles arrow head swapping the same as viewmodel
▆▍▍▍▌ ▋▅▆▊▆▍▅ ▌▍▄▊▆▌▄ ▅▉▊▇▍▋
- Worldmodel masks
- Shorten reload to single loop
- Update arrow tip enable list in the worldmodel
▅█▉▉▍▄▆ ▆▇▉█▉ █▍▊█▇▊▍ ▇▇▅▄▆▉▆▌ ▇▅▄ █▉▋▇▇▊▍▇
Update: DemoServer - rudimentary tick visualization using gizmos
- Temporrary while working on server demo reconstruction - will rip out once done with feature
Tests: used on a demo recording on Craggy + the original demo that started it all.
Siege harness bone constraints setup
merge from Knight Armour DLC - KnockerPhys
▄▆▋▋▅▉█ ▆▍▄██▋ ▌▌▍▊▅, ▌▌▋▅ ▇ ▌▅▊▇▌▄▌ ▍█ ▅▆▍█▊ ▊▍█ ███ ▆▋▇ ▄█▅▌█▇▅ ▇▋▍▍ ▍▉▉▅▊▅ ▄▄ ▄▇▉ ▌▇▇▄
Add NodeLibrary.ActionGraphCompiled to enable expression debugging
Add analytic to SceneNetworkSystem.GetSnapshot
Add Application.IsDedicatedServer
Dedicated server performance analytics
Setup some masks for 3rd person animations to ensure they dont fire all the arrows at once
█▅▌ ▆▄█▇ ▋▄█▇▍▍▆ ▍▉▋▌▋▅ ▌█▅█
DepthNormalPrepassLayer stub, DepthNormal shader class consumes from S_MODE_DEPTH
Removed unused/cleanup
Don't need this WriteMessage method now that it's only used one time
Updated SiegeHarness model in RidableHorse2
Dragging a prefab into an action graph creates a scene.ref node
Fix scene.ref thumbnail for prefab references
More informative / nicer display info for scene ref nodes
https://files.facepunch.com/ziks/2025-01-14/QYoZj9M8T7.png
Export medium as default settings, bumping it up a level.
Medieval itemstore prefab
Updated Gluon Beam Render
Get rid of S_NON_DIRECTIONAL_DIFFUSE_LIGHTING, use g_bNonDirectionalDiffuseLighting attribute instead
Remove old dedicated textconsole
Use Rust console style, with 3 lines printed under instead of trying to maintain a footer (messes less with outputs)
Merge from /indirect_instancing
Remove some unused imports
Start moving away from snapshots and edit log by adding action based undos/redos
For cuts we have to use snapshots
Remove attempt at reference collector
Format
Aggregate actions now complete on mouse release
Shotgun: Alternate attack with higher damage per pellet, takes 2 bullets, has higher shoot dleay
Fixed TakeAmmo not working with count param
Shotgun: Increase crosshair gap
Adjust shotgun punch and shake, don't eject 12 casings per shot
Python: Add shoot delay only if we can shoot
Automatically set render options for viewmodel renderers so we don't have to fuck around every time we make a weapon
Add Shotgun, incremental reloading, reload cancelling option
Deserialize GameObjectFlags.Hidden - Fixes saved hidden gameobjects not being restored with hidden flag
Merge from /indirect_instancing (fix server build)
Add warning if we got a reconnect message not from the host
Dedicated server console shows a header with some useful performance stats on it
https://files.facepunch.com/tony/1b1011b1/WindowsTerminal_sjBEArBU4F.png
Has an annoying issue, because we're writing to lines, if a new line gets written it'll duplicate the overlay to out of viewrows
Refactor (inspired by Rust, thank you), Clear status bar before writing log messages, then render the status bar, stops polluting previous logs, and we can render it at the bottom (https://files.facepunch.com/tony/1b1111b1/WindowsTerminal_we0QXNzuT7.png)
We don't really need this
Cleanup, move as much as we can to Sbox-Server project
Remove Application.IsDedicatedServer (doesn't need to be on this branch)
Update Facepunch.ActionGraphs to 1.9.15
* Fix exposed property deserialization regression
Add some conditional [JsonIgnore]s to GameObjectReference
Cherrypick CS
110544 compile fix (unsure why it didn't show in this branch originally)
clawhammer, pliers, shovel props + meta
https://files.facepunch.com/jason/1b1411b1/sbox-dev_Hta2FvHEUQ.png
Use new datacore map with items
Submitting Outbreak scientist rig
Blowpipe reload and firing anim update