249,488 Commits over 3,959 Days - 2.63cph!
merge from tod-dithering-disable
collider fixed on barge 3600
Revert "Optimize navmesh generation by pooling generators"
This reverts commit 263974a602d63b4b817b5561b9a010689859b01f.
Until we can figure out why an unrelated test started failing.
Merging .editorconfig from main/StandardCodeFormatting
Update player controller animation
Add surface impact resource extension
Use surface impacts
Leaderboard backup, run #
15509
Don't load the keys_default.cfg file if a keys.cfg file already exists
Generate manifest
Fix cake vm missing viewmodel renderer component and using a LOD
Merge from monument_scenes_renderlod_fix
Show the translated gesture name when displaying a cinematic gesture in the gesture picker
Cleaned up some leftover server logs ("Bump" and "Hurt")
merge from main -> biome_visuals_2
Humans: copy ring fingers onto pinky fingers while we're still reusing Citizen animations — avoids the "tea cup" look
Fixed pickup notices spawning in the wrong place
Fixed colliders on all shield world models to match their entity counterparts
Marked shields as equip on pickup
Fixed improvised shield incorrect world model mesh
Merge from fix_leather_gloves_no_fingers -> main
Fixed picking up unrelated items would put away equipped shield
Added shop inflation
Split Main Menu leaderboard into Weekly Highscores and Friend Highscores
Use higher res images for player character sprites
Update Main Menu Background
Fix LeaderboardPanel errors
Fix main menu warning
Remove some logs
Added PingUI which creates pings in screen space
Fix GetPrice()
Refined look of pings, networked them, and added unique interactions for pinging certain things
Global ping when entering combat
https://files.facepunch.com/CarsonKompon/2024/November/18_18-50-FavorablePaca.mp4
Global ping when certain room types are discovered
Disable pings when singleplayer
Broadcast new items to the Chat
Fix leather gloves having invisible fingers by ensuring all child renderers are spawned in the viewmodel
Item pickups have physics
Adjusted holster offsets for all shields, mostly fixes them sticking out the side of the camper
Fixed exception when rapidly switching back and forwards from a shield compatible weapon to an incompatible weapon
More RCON security
- Seperate out manual bans and failed login autobans
- Allow manual bans with rcon.ban_ip to include CIDR formatted network addresses (e.g. 55.55.55.0/24 to include the entire subnet)
- rcon.unban_ip will remove any permanent bans, or any failed attempts
New convars:
- rcon.logfailedattempts - Debug.Log all the various failed password / ban connects. Defaults to true, but large servers may want to disable due to spam
- rcon.permanentbanfailedips - Permanently ban IPs that exceed the failed password theshold (default false)
- rcon.print_rcon_bans - List the permanent IP/network bans
Optimize navmesh generation by pooling generators
This also fixes sbox-issues/issues/6941 by limiting the degree of parallelism for the generation.
Fixed hammer_showcase testbed lighting
Frame out TutorialHint component, WeaponsInventory component
Specify .net 9 for shaders.yml
Fix sampletexture_bicubic (is anything using it)?
Compiled shaders with correct specular brdf
Don't add empty objectives
Update SpriteTools
Homing bullets no longer home on chests
PlayerItemList UI shows new items first
Pop up the objectives panel when we finish an objective
Add objectives throughout the entire demo level
Update: moved profiler code to unmanaged assembly
- submitting debug DLL for now, will ship release once ready
Can take snapshot, but export doesn't finish - likely an exception on export thread.
Tests: taken snapshot in editor on Craggy - saw logs of data accumulated, but no final "compressed" message
Try to fix link issue on Linux
Added PreviewTileset so Tilesets have thumbnails
Optimize Memory Allocations in CPhysicsShape::GetTriangulation
Fix sampletexture_bicubic (is anything using it)?
merge from fix_inventory_ui_reconnect -> main
Added particle-based func_precipitation types
Added missing materials for legacy Ash precipitation type
Implement precipitation blockers
These will not work yet, because networking incompatible changes are required.
Also added Cull by Model and Cull by RT environment particle operators