255,817 Commits over 3,990 Days - 2.67cph!
Initial commit
Basic GameManager and Client Prefab. Temporary org/ident.
Started the BoardManager and CellComponent, along with necessary prefabs
Began GameInput component. Added mouse interactions to cells.
Click-and-drag to place bug segments
Re-adjust bug prefab origin and ignore bug tag in GameInput trace
Bug segments animate in when created
Can now draw your selection in the reverse order to undo it
Proper Bug inventory for placing phase
https://files.facepunch.com/CarsonKompon/2024/June/25_21-50-OccasionalGoitered.mp4
Try catch the actual conversion, throw an error and continue converting the rest of prefabs incase of error
Print error if there are additional components that would be stripped (example: Imposter)
Add Tools/Optimize/Convert BiomeVisuals -> BiomeVisuals2 to bulk convert all foilage
Add `Tools/Import/Begin & End` to disable auto imports when testing converting prefabs
Add "CantBeConverted" override to BiomeVisuals to tag prefabs that can't be converted (for whatever reason)
Fixed tabledoor_B mesh rotation
Fixed reactivetarget_deployed double MeshLOD component
updated gutter set pieces + lods
Fixed duplicate MeshLOD components on sofa_pattern_static
Cleaned up the hemp plantlings in fishing_village_c to use MeshLOD, more aggressive culling and cleaned out unused components (saves 50 gameobjects)
Slight change to the MeshLOD state editor to make the final state more usable
Add RendererBatch if all biome variants have it present
Add new BiomeVisuals2 component
- swaps meshes & materials of renderers instead of destroying all gameobjects not in the biome
Added tool to convert from BiomeVisuals -> BiomeVisuals2
Merge from snow_effects_roll_back_and_meshLOD_conversion
Fixed all cases of incorrectly scaled jerrycans
Affected prefabs: rowboat, fishing rod viewmodel, crude oil worldmodel, end tutorial cinematic, pumpkin basket entity, easter basket entity, water jug world model+entity, rhib fuel storage entity, cargo ship
Affected monuments that have been S2P: small oil, stables_a/b, water well a/b/c/e, wooden cabin b, bandit town
Remove unused EngineAudioSet params
Fixed incorrect layer on burned head model causing it to not render
S2P arctic research base
Two-wheel bike is a bit faster. Also greatly reduced the pedal bike volume for now until we get final sounds.
Merge from water-fog-scatter-strength2
Underwater visibility improvements.
▄▊▆▋▌▍▅ ▉▋▄▆█▇ █▄▊▅ ▌▅▆ ▊▊▌▌▌▇▉
Component editor
Added type definition records
Property, Method emitting
Emit events
Generate AssemblyDefinitions
WIP
Refactoring. Separated sidecar code into a subclass.
Added SoundscapeDropObject. Allows you to drag-and-drop soundscapes directly into your scene
Dragging a png,jpg,ect directly into the Scene will now automatically create a vtex and reference that.
▇▉▇▆▊ ▌▍▄▌ █▅▍_▉▌▅▆_▆▉▍█▋▍▊█▅_▌█▆▅▊█▆ -> ▌▊▌▍
▌▆▊▍▅ ▍▉▉▋▅▇▅ ▌▇█▊▌▍▍▅ ▉▊ █▄▄▅ ▊▊▌▌▄▄█▉▉ ▌█ ▉▇▆▇▍▊▄ ▄▊ ▉▆▄▊ ▋▉▅▄▆▆▌ ▉▍▄▇▌▊▌ ▄▇
Merge from fix_building_preview_logging -> main
Remove spammy logging when loading monuments with no building blocked volumes
merge from fix_barricades_car_placement -> main
Added TextureDropObject. Allows you to drag-and-drop vtex, png, jpg, ect directly into the Scene (regardless of dimensions).
https://files.facepunch.com/CarsonKompon/2024/June/25_15-43-EnergeticBeaver.mp4
Resolves Facepunch/sbox-issues#4470
▆▌▅ ▍▍▉▆▍▅▆▋▆▇ ▋▍█▋▌ ▋▅▍█▊▇▉▍▇ ▉█▌▆▊█ █▋▊▆ ▄▉ █▉▉▌█▇▆▌▅
Added SoundDropObject. Allows you to drag-and-drop sounds from your project or asset.party into the scene.
More sensible accessors for local/viewer PlayerStates
Rename CurrentPlayerPawn->PlayerPawn, use rather than casting Pawn in a bunch of places (so we actually get what we're expecting)
Network client respawn event properly
▊▍▄▆▉ ▍▍█▋ ▅▉▍▇▅▌▊█▍▊▄▉_▊▅▆
This should avoid upscaling, and avoid changing aspect ratio
Added DropObjectAttribute. CreateDropFor no longer has hard-coded list. Resolves Facepunch/sbox-issues#5445
Merge from /main/visualshader
▉▋▆█▋█▅█ ▆▊▉▌▉ ▄▄▅▋ █▉█▍ ▋█▌▌ █▇▆▉▆▊ ▌▉▆▇▇█ ▇▇█▅▉
Don't use UltraFast that's a disaster
world handcuffs rig update, added scaleUp layer to animator
Changed templates to a non-shader extension to prevent template menu script from refreshing
Bump severity of mat_hdr_level problem (HDR being disabled)
debug_dump: Separate Lua and non-Lua cvars
Block voice_overdrivefadetime
Add light pos to some vrad warnings
* light has _fifty_percent_distance of X but _zero_percent_distance of Y
* can't solve quadratic for light X Y
Fixed crashes relating to Entity.FollowBone
Entity.FollowBone, SetAttachment and SetParent will throw errors when given absolutely invalid attachment/bone IDs (i.e. less than 0, or above 255)
Add more info to "gamemode is not a table" error
Rework how movement is disabled when player is dead with movetype_walk
Use GameUtils.LocalPlayerState where we can
Spectating works again
Fix player nameplate conditions
Update Facepunch.XR to 92bea5f
Provide poses for Facepunch.XR submit, prevents jittery and spongey tracking
Applications must provide poses manually when submitting (to ensure accurate reprojection)