243,459 Commits over 3,898 Days - 2.60cph!
Property editing mostly working
Cooking pot loot panel + bits and pieces.
Cupertino: Finish setting up makeile for VPC on Mac ARM64
Cupertino: Remove some definitions for OSX64 for OSXARM64
Cupertino: Add prebuilt macOS vpc
Add explosive sense tea, shows an arc and blast radius when throwing explosives
The arc terminates at the first collision, so it won't be 100% accurate due to bounces, rolling, etc
The arc only appears while holding down the throw button
Only hooked up on the F1 grenade for now
Cupertino: update VPC, still needs cleanup, builds all but need to sort linking and .mm files
Cupertino: Encapsulate Windows-specific code and error handling
Fixed "Can't remove RawImage (Script) because SoftMaskable (Script) depends on it."
- Removed SoftMask from attack heli small monitor UI
- Removed SoftMask package (no longer used anywhere)
Kill most of the map UI code
Correct versions of some packages
Query server addons 500 at a time (was 50)
Fixed crashes when maps have entities parented in an infinite loop
Will print a LEVEL DESIGN ERROR warning to console in such cases.
Added "teamonly" param to "player_say" game event
Fix exploit with pp/copy and halo lib
Do not try to listen to non existent player_hurt_ex gameevent
BaseResourceEditor.SavedToDisk()
Started on a ComponentDefinitionEditor
Workaround for issues on even older windows console hosts?
Fix backspace with empty buffer exception
Fix unknown commands not clearing the command input
Cupertino: Use Unix trailing paths for codegen, this should be fine on Windows too
Backport new tier0 threadtools stuff for process thread creation, fixes things that were missing from our initial code drop
Workaround status bar issues when running under the old windows console host
Finalized metals & distance scaling.
Fixed magazine displaying ammo count
Set dressing harbor2 progress
material tweaks and prop prefab variants
Fixed hotloading ComponentDefinition changes
Correctly ignore razor files in editor/ unittest/
Implemented properties in component definitions
https://files.facepunch.com/ziks/2024-02-05/sbox-dev_KJpUex47QT.png
Proof of concept generate component type at runtime
https://files.facepunch.com/ziks/2024-02-05/sbox-dev_Ga8FKcNpIW.png
This BoundingBoxEditorTool is implemented completely wrong
Make Scene DragDrop more modular
Can drag drop materials into scene
Initial commit. Don't get too excited. You won't like it :)
If we have no code editors - display an error in the combo box https://files.facepunch.com/devultj/1b0511b1/sbox_pOJmfb1JBE.png
Give components an ID, add ComponentList.Get( guid ), serialize and deserialize component references properly
Add backwards compatibility when deserializing component references (find type)
Started on ComponentDefinition GameResource
WIP rigidbody arc visualisation
ShaderGraph preview target spir-v only properly
Fix GetSearchPathArgs fucking up after more than 1 usage, fixes failing shader compiles
Implemented a tea that doubles the speed of recycling
Fixed a bunch of issues with the sense particles, they now work in world space and don't break with motion vectors
Added colliders to the truck model
Add some more safety checks around joint creation
Cherry pick
88565 from tutorial_island (show proper tree materials/meshes via gizmos)
Fixed craft speed tea increasing duration rather than decreasing
Fix vkCmdPipelineBarrier-dstStageMask-07949
tools_wireframe.shader: strip S_MOBILE properly and remove unused vertex input
Fixed NoZTest particle shader to use the colour applied to the particle system
First pass on a tea to sense animals through solid surfaces
Enables a particle system with ZTest disabled if player is within 50m, currently only added to wolf prefab
Leaderboard backup, run #9388
Add crafting speed tea, increases crafting time by 50% for the duration
Refactor logging so it doesn't go through Console
Add support for status bars at the bottom of the terminal
Implement status bar to connect to the server's rcon to show performance info and allow running commands
Set the -parent-pid command line argument when running the Rust server
Update files before backing up server data so we don't double backup when there is a server manager update