252,455 Commits over 3,990 Days - 2.64cph!
Fix bulk uploader NRE when no events are submitted
Update: Further rounding up StringView
- Added ToString() (makes debugging much nicer too)
- Fixed up wrong exception types
- Added Length property
Tests: ran new unit tests(next cl) for StringView, they pass
Backport scenesystem GPU profiling
Add 0% state for all trees
Second pass wainscotting A and initial exports, setup for wainscotting B
added tree trunks
Merge branch 'main' of sbox-hc2
mining laser texture update
Add sound to Mining Laser. Laser and it's sounds should be networked now
updated wall paper viewmodel prefab and rig with latest viewmodel mesh and edited its anims
Skeleton updates
Mesh lods skinning/setup
Burst Cloth controllers lod out
wallpaper icon file wasnt checked
Sword recipe makes a bit more sense
Don't show .0000001 on damage numbers
split DPV into client/server/shared files
Tweaked effectiveness of Fallback Carriable, Sword, and made the Mining Laser work again.
Fleshed out world damage
Now uses passed in Damage value
Has falloff up to Radius
Got rid of multiple CarveModification hack
A bit slow with large radius ATM
https://files.facepunch.com/ziks/2024-08-16/sbox-dev_7gsWLQoZrz.png
Check for and take the correct amount of blocks when BrushSize is greater than 1
Patrol heli fixes -> Main
Stop an orbit strafe if the target is null
Should fix a rare NRE on orbit strafe enter
Fix typo
Added ProgressBars to Perks panel
CraftingMenu slides in the same way Perks Menu does when pressing TAB
Death state no longer automatically ignores terrain pushback
Heli now allows terrain pushback on seek monument crashing
Compile shaders with SSR fixes
Melee Weapon now properly aims towards the crosshair instead of awkwardly aiming to the side. Show crosshair when holding fallback carriable
Change Brush Size is now ALT+MWHEEL instead of SHIFT since you want to sprint and change items most times
Added rolling sound to the roller mob
Second Attempt:
Patrol helicopter will now patrol at 30m or ground height + 30, whatever is higher. This should ensure heli keeps a consistent height above the world when patroling
Prior to this the helicopter would just fly at 30m no matter the terrain
Remove random using statement
Added VoxelChangeListener. Listen for modifications within any volume. Added TestListenerComponent
bothy
now spawns slightly lower in to the ground
Fixed "Target socket is occupied" not being translated client side
Pitch the drone's idle sound with it's speed
Fixed clocks placed on Deployed layer being destroyed by groundwatch when upgrading or building something nearby
Tweaked deploy volumes again
Wait for World Renderer to be ready in HighlightSelectedBlock
Added Idle sounds to Mobs
Add Looping Idle sounds to Drone Mobs
Make sure it also works for brush sizes larger than 1
If the trace misses for placing a block, it will check for a nearby block (so you don't need to look at the face of another block to place on it)
https://files.facepunch.com/CarsonKompon/2024/August/16_07-48-BareGerenuk.mp4
Try catch any FormatException when showing a translated gametip
Log the badly formatted key and string in the console
Cliffs 2nd UV channel
Detail maps
Large scale diffuse tweaks
Merge from dropsrender main
-digital clock prefab update
-Textmaterial update
-transparency tweaks
Prevent wolves beelining and being too easy to shoot when flanking at long range, merge unreachable state and flee state
MeleeWeapon and Projectiles now ignore WorldItems
Created Building Overlay that displays when holding a placable block
wall paper viewmodel render script compoment added to prefab and vm anims edited so the wallpaper is lower
-Added Digital Clock model to its own prefab
-Updated the Digital Clock Deployed Prefab to use the Digital Clock Model Prefab
-Updated Digital Clock model to use RenderLOD
-Changed glass opacity, Boosted text emissive and changed text position.