250,286 Commits over 3,959 Days - 2.63cph!
Season outfit human adjustments (wip)
Added baseball bat description
Fix brix html entities
Get rid of news section highlight
Clean up contest button
Manually import generated code assets after clean and build to prevent any additional processing steps the next time you tab out/back to Unity.
Simplify the whole process now I've fixed this issue.
Fix quick craft button showing number of crafting tasks instead of number of items crafting
Fix quick craft middle mouse crafting 5 items individually instead of 1 group of 5x items
Fixed decal mats on battering ram hardware, re-added decal component, deleted duplicate generated mat
merge from fix_copy_paste_admin_ddraw -> main
Fix pos1 & pos2 not requiring admin perms
- provides no benefit, just ddraws a box in 3d space
setup detail layer for damage on ram materials
merge from fix_io_handle_flickering -> main
Fix console collapsing different stack traces
merge from fix_copy_paste_conditions -> main
Fix copy paste not updating conditional models (like roofs)
Fix Timer (and other IO entities) flickering while looking at the IO port with a wire tool
- could also kick you for RPC per second
Remove the need for BoolProperty
Remove the need for IntProperty
Remove all property editors not directly used in code still
Leaderboard backup, run #
16181
Move particle control widgets to Widgets/ControlWidgets, make ParticleFloatConfigPopup inaccessible, only the control widget use it
Delete AudioDistanceFloatProperty, just have AudioDistanceFloatControlWidget
FolderProperty -> FolderEdit, Move FolderControlWidget to tools addon
Delete PropertyEditorWidget
Reverse fresnel stuff for Dayaan
Make Join Game work through Steam
Deform spline model bounds to ensure accurate frustum culling
https://files.facepunch.com/lolleko/1b1611b1/sbox-dev_FuFEWnL2FA.png
https://files.facepunch.com/lolleko/1b1611b1/sbox-dev_xrWVBJicsC.png
New: Editor viewer for binary profile snapshots
- Very rudimentary, needs more work
- Also added how many marks there are in a thread profile for binary snapshot export
Reveals that I have a bug in binary exporter - looks like I double up the threads somewhere.
Tests: opened a snapshot from the editor in the tool
Adjust contest meta tags, add longer description field
Use sceneobjects for spline model instances instead of Graphics.Draw
Update SpriteTools
Tiles now properly serialize all data to the save file. Fix edge case where Tiles wouldn't be saved at all.
Update `[HostSync]` -> `SyncFlags.FromHost`
- Attempts to fix parenting on drawbridges
- Wheel LOD fix
Don't create an invalid Tileset state when no autotiles are present
Depth downsampling -> managed render pipeline
t1 smg viewmodel - Fixed left arm causing camera clipping issues when wearing some hazmats
- Ballista Gibs and material changes
Clean out all the old unused files
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Fixed side areas on constructable tower
Clean: removing unnecessary backticks
- And more styling improvements
Setup Siege Tower LODs 0-3
Clean: minor styling changes
Update: Split into Core + DLL
- Also added an empty linux project
- Separated out platform specific code into WinDLL
Tests: ran in unity couple times
Update: Removing PCH use from Core
MSBuild does not expose PCH for Linux target, and we don't really need it
Compilfix: adding cstring header
Turns out gcc doesn't include it via string_view
Compilfix: move exporting section to OS specific project
Avoids having me write an export macro for either Win32 or Linux
New: first building version of Linux server profiler
Still need to clean up how projects are organized
Update: referencing core files directly in WInDLL
- This follows same convention as LinuxSO - hoping it'll avoid confusion
- Removed PCH usage (since shared files didn't use pch)
- Added filters to separate core files vs project-specific files
Clean: removing Core project (but keeping the files)
Since these sources are built as part of DLL projects, there's no point to keep this lib project
Update: replacing lib name with a proper one
- also adding a comment explaining the export code
Update: Linux binary named same way as Windows, but with .so extension
Update(linux): only get already-loaded dylib instead of trying to load a new one
Update: properly export API on linux
- Also compile as std20
Had to redo my approach to code duplication - gcc was ignoring my annotated forward decl(probably because it was encountered after full definition).
Tests: checked with `nm` - symbols were demangled. Tried running server on linux - crashes immediately
Bugfix: use different memory offset in MonoClass
There's a clash between MSVC and GCC in how to pack the structure, causing the image to be offset on GCC and causing an illegal memory read
Tests: ran linux server - it now runs
Update: moving the output of WinDLL project inside the project folder
Update: improving documentation
- Mentioning Linux
- Adding Credits
Clean: minor styling changes
Update: moving the output of WinDLL project inside the project folder
Update: improving documentation
- Mentioning Linux
- Adding Credits
Don't show "Include Source Files" checkbox when publishing type that always includes their source files (libraries)
Update: Exposing binary exporter
- Added missing features from ServerProfiler.Core
- Can be triggered via profile.perfsnapshot last argument
I need it to be able to investigate and fix hard-to-reproduce issues - hopefully it'll speed up the workflow.
Tests: in Editor on craggy took a binary snapshot - it exported succesfully
Added GetTextureFromFrame docs
Support 3x3m and 3x3c guides with new TextureAtlas approach
TextureAtlas.GetTextureFromFrame now grabs proper coordinates for all ratios
Fix NRE in TextureAtlas.FromSpritesheet
Optimize TextureAtlas class and fix random green pixels in TextureAtlas.GetTextureFromFrame
Use TextureAtlas for Autotile Guides
TextureAtlas.GetPreviewTexture no longer has 1px padding or texture bleed
Refactor over-complicated tile caching process and do everything from TileAtlas
Condense individual guide images into single images. Saves on a ton of space.