249,832 Commits over 3,959 Days - 2.63cph!
removed linked arrow meshes from minicrossbow viewmodel prefab
Leftover log, useless include
Lot of improvements on horse head motion
Fix race condition with GetTemporaryFolder() where we'd end up with a .source2.source2.source2 folder
Mount cloud maps from snapshot too (repeated logic from MapInstance bleh)
removed wip files, added game meshes, correct textures
Updated presets UI and defaults to match reworked names
SendLog on a local connection should just log the message - no need to send a network message
SendLog on a local connection should just log the message - no need to send a network message
Fixed bone manipulations being changed on level transition
Fixed camera entity losing its keybinds on level transition
Use Preferences.FieldOfView (fixes sbox-deathmatch/issues/44)
Halve explosion screen shake
Add kill command
Add giveall command
Add map command
Fixed static workbenches not having primitive version of tech tree attached to them
Update: DemoServer - hook up metabolism and make every player invincible
I thought metabolism would fix the drowning of main player, but the recording info contains empty oxygen. Instead, we treat every player as invincible unless there's a replication message to destroy them.
Tests: Played the demo till the end - no more logs on main player drowning
Move a bunch of settings to graphics convar space to help with compat.
Updated related code and presets to match.
exported mini crossbow rig with the arrow meshes skinned and anims updated
- Hopper gibs
- Barrel socket adjustment
- LOD distances
Fix error with NetworkMode read in MapInstance. If network mode is Object then we want to NetworkSpawn the object here - this fixes networked objects from maps not appearing for clients
merge from qol_horse_comfort_increase -> main
Enable horse comfort only on campfire prefabs
- campfire
- skull firepit
- cursed cauldron
▆▍▆█▄ ▉▌█▆ ▇▆▉▍ ▆▅▊▆▉ ▌'▇ ▋▅▌▄.
Fireball for cherrypicking
Fix NRE when dragging SoundFiles onto the "+" button in a List. Also fixed dragging for other resources. Facepunch/sbox-issues#7197
- Fixed 4th reload animation not working (implemented Jarryd's fix)
- Removed loop time on the all strings drawn strings drawn layered
- Virtual method for reload fraction duration
Clear changes in EditorSession Undo when making a full snapshot so we don't get a duplicate empty Undo entry
merge from primitive -> aux2
Create Undo Snapshot for Paste and Paste as Child. Resolves Facepunch/sbox-issues#7372
merge from primitive_gm -> primitive
Tweak delay nodes to help distinguish them
https://files.facepunch.com/ziks/2025-01-13/92sG91y7Pi.png
Server Commands / Admin Commands (#1772)
* ConVarFlags.Server and ConVarFlags.Admin and the implementation of both. When the method has a Connection type as the first parameter, that parameter will be the source. Add Connection.SendLog( LogLevel, string )
* Safety
* Add summaries
Fix T2 and T3 tech tree not marked as available in primitive
Restrict spring since it's only used for restricted weapons
- remove spring from pressure plate in primitive to make it craftable with spring removal
Update: DemoServer handles a number of RPC messages
- Only propertly implementing model flags for now
- Adding a bunch of RPCs to ignore to avoid heavy spam during playback
- Also renaming player game objects during playback to make it easier to track and inspect their state
This revelas that during playback we're triggering a bunch of tick violations, which prevents position updates. Need to figure out how to deal with them.
Tests: ran the same demo, this time with warnings not filtered out - once map loaded, the rate of warnings was decreased substantially.
Removed extra renderer component
Setup LOD Renderers on Worldmodel
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 serialization
Add IGameObjectDestroy scene event
Started on #1773
Update Facepunch.ActionGraphs to 1.9 (#1761)
* 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 serialization
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 serialization
Snap scientists to their cover even if those are slightly off navmesh (else they don't stick to the walls because of navmesh erosion, and can be spotted easily)
LobbyConfig.HideInServerList would let you hide a lobby from appearing in any server lists in s&box but still queryable with QueryLobbies
Fix IsHidden support
Remove Application.IsDedicatedServer (doesn't need to be on this branch)
Cleanup, move as much as we can to Sbox-Server project