249,967 Commits over 3,959 Days - 2.63cph!
Setup crossbow world model
- Setup colliders and alignment
Move all ambient occlusion sampling to AmbientOcclusion.hlsl, bindless sampling
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Changed world model to be blockout
Ballista ammo models
Reduced ballista recoil
Cloud browser: maintain location query when searching, clear facet selection with sidebar shortcut
Remove unused folder node logic for cloud locations
Skip dropdowns for facets included in the base/location query
Update: offloading snapshot export to a task thread
- Stopped exporting binary snapshot, and left a comment explaining why it's not in use (but not deleted)
- Only export compressed json (saves a bit of time on iteration)
Hope is to reduce stutter, but my tests in editor show that it's inconsistent (it's less, but for some reason main thread has frames that somtimes seem to wait for worker thread to finish - need to investigate)
Tests: exported snapshot from craggy, unzipped and loaded in perfetto
- placeholder 3p anims
- placeholder worldmodel
- override controller
- entity setup
ammo blockouts for ballista
Bugfix: exclude 'length' bytes from content end offset
Tests: none, trivial change
Update: Add support to export snapshot as a binary blob
- Also emitting compressed version of json and bin snapshots
- Minor code reorganization + TODOs
Surprisingly, despite tighter binary format, it compressed to a larger size than compressed json
Tests: loaded compressed snapshot to perfetto. Didn't trest the binary as it doesn't have any readers yet, so it's untested
Use error model for sceneobject when model has no valid render meshes
Do the same for scenemodel
If we grab a crumbling platform and it breaks detach the grab
Remove logs
Crumbling platform
update spritetool
Deleted old battering ram prefab
SiegeTower DoPrepare
Restored catapult constructable mats
Manifest
Remove "Component" from Sprite/Tileset Titles, add [Tint] to each
Fix NREs when hotloading
Added 2D Sprite and 2D Tileset prefab templates
https://files.facepunch.com/CarsonKompon/2024/November/07_08-25-LightyellowLynx.png
Fix issues with setting SpriteComponent.Sprite to/from null
Updated example scene
Moved everything from Assets/Prefabs/SiegeWeapons/ to Assets/Content/Vehicles/SiegeWeapons/
Cleaned up obsolete prefabs
PanelTraversalSystem: Refactor root panel focus, in case a modal pops up in the way, or any other overlay
Can pop modals
PanelTraversalSystem: pop modal one-by-one if hitting B on controller
Proper Tileset Bounds calculation for any Rotation
https://files.facepunch.com/CarsonKompon/2024/November/07_08-07-PoisedMorpho.mp4
jungle building skin atlas textures, material and initial test meshes
Temp hack for the moment
Camera bounds
Broke input actions, whoops
Properly reset all state when client wolf is recycled
Initialize previous position properly to avoid large deltas when spawning and pooling
Implemented catapult rig
Retargeted placeholder anims
Implement stubbed Search Bar in HomeWidget, moving it outside of the filters popup
https://files.facepunch.com/CarsonKompon/2024/November/07_07-14-FakeMillipede.mp4
Battering ram fuel gauge
Minor tweaks and NRE fixes
Can now click on a TilesetComponent to select it in object mode
https://files.facepunch.com/CarsonKompon/2024/November/07_06-54-BasicDonkey.mp4
Tidy/refactor search widget, asset type filtering works in both flat and normal views
Make sure picker-enforced filters are shown in the search widget, disable user editing
Fix wolves looking behind them for too long when fleeing
Clip tile bounds to geometry
Limit navmesh generation parallelism
Bump cell Height to 4
This avoids issues when tiles are very tall (Z).
Potentially decreases generation quality a little, but so far it looks fine.
Fix debug draw triangle offset
Better tiling defaults
Removed debug logs
Fix wolves jumping excessively high to reach unreachable players
Tweak leap trajectory to be more believeable
Prevent TilesetTool from being able to place out-of-bounds, throwing a warning
Fixed pulling interaction not reappearing after being canceled server side
Re grouping hierachy of catapult wheels
Fix asset type filters excluding compiled assets that should be shown, resolves Facepunch/sbox-issues#6814
Grenade launcher weapon fx de-crappification.
Added missing LOD and mesh convars
Create assets/folders from sidebar folder nodes