249,999 Commits over 3,959 Days - 2.63cph!
Adding new catapult skinned mesh
Stun list test, fix game server callbacks for real, implement in dedi server
Update .gitignore
Update libraries
Add Input.config
Fix obsoletes
Fix broken floor colliders
Update .gitignore
Hitting something with the battering ram damage its head
The ram is unusable when the head is too damaged
You can repair it using HQM
Fix player copy tool material disk cache comparison (last issue)
Fix Prefab Tabs not having a Context Menu, can now Show Prefab in Asset Browser
Added Sound Point Prefab Template and fixed Soundscape Prefab Template
https://files.facepunch.com/CarsonKompon/2024/November/06_13-23-RubberyNeondwarfgourami.png
Fix not being able to right click a scene/prefab tab if it has unsaved changes
Make Right Click clear in the Collision Matrix since the tooltip says it should
SoundComponents now use the AudioDistanceFloat controls for Distance. Updated SoundPointComponent gizmos.
- Upped crossbow built in magazine to 4
- Enabled fractional reload
- Manifest
Initial item setup, just a duplicated crossbow for now
Extend lod1 to 50m (helps hide sharp lod transition from lod1 -> lod2)
Remove unused OpenXR launch environment variables
Update Facepunch.XR to ec56d1c119e0251cbc105be8a26792e266b68ed3, fixes some minor launching issues
VR hand component fixes
VR world input component
Remove unused VR bits in MenuSystem
Basic VR scene menu, loads automatically if VR is enabled
Add CommandList
* Add CommandList
* Add CameraComponent.Hud
rename RenderBuffer to InsertList
Impose use distance on request raise
merge from media_projects
Codegen (was getting errors)
Multicast action graph delegates
https://files.facepunch.com/ziks/2024-11-05/sbox-dev_ntUf9trdvk.png
Bugfix: patch sheared frames when exporting json snapshot
- In Editor EndOfFrame is called as part of nested GUI, which our profiler shears apart. For now we inject additional marks to maintain callstack structure
- left a TODO to properly reconstruct a sheared frame
- For now expanding frame scope to cover sheared period
Tests: exported craggy snapshot and opened in perfetto - no more randomly trashed frames
Fix occlusion not using proper listener position and constantly overriding the target
Additional checks when loading JSON bindings, don't poll for hand tracking if instance doesn't support it, make sure we have an instance
dropped block scale a little
Fix tileX & tileY not being set in generation cfg
when the tile generation config was created.
This caused all sorts of issues, e.g. incorrect bounds, overwrites of tiles that were already created...
Also don't pad tile bounds on z axis.
Only reinitialize navmesh if tile related properties change
Make navmesh generation parallel & thread safe
Optimization: Shrink tile bounds (Z axis) before generation
Fixed SKS description using the SAR token
Fix component template not adding the new component
Fix broken loading screen characters
ControllerInput: don't use input actions because they change game to game, use raw buttons
https://files.facepunch.com/tony/1b0611b1/sbox_6PTr7T3esQ.mp4
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Added a progress bar when reloading the catapult
Restore these SceneCamera hooks that fish.sauna is using
Refactor
Fix GetActionGraphInstance() for multicast delegates
Gizmo.Settings.GizmosEnabled applies to DrawGizmos as well, resolves #1539
https://files.facepunch.com/tony/1b0611b1/sbox-dev_cW3C5AFArY.mp4
EntityTreeModel::mimeData calls base again so native interactions still work
Hammer GameObjects can have children
https://files.facepunch.com/matt/1b0611b1/sbox-dev_icF9jl1PDP.png
Basic CommandBuffer
Make RenderStage public, space out the numbers a bit more
Slim down SceneCamera Actions
Add CameraComponent.Commands, obsolete unused AddHooks
Rotate all siege weapon wheels in a quaternion space instead of euler angles.
Fixes all instances of gimbal lock on the Catapult/Ballista and Siege Tower wheels
Break properly when clicking simulated mouse, so we don't interact with every rootpanel, now it's ordered properly
Simple Vehicle Visuals now supports easy assignment of wheel rotate direction (X,Y or Z)