248,584 Commits over 3,928 Days - 2.64cph!
Delete unused resource/chromium/ folder
Remove non existent commedit.dll from sdkenginetools.txt
Minor micro optimization in VRAD
Added MAX_EDICT_BITS global enum
Updated Run Map dialog in Hammer
https://files.facepunch.com/rubat/2024/December11-872-GenerousSkimmer.png
Added NPC:GetLastPosition
Added NPC:SetMoveDelay/GetMoveDelay
merge from increase_vis_entity_buffer -> main
Increase collider buffer from 8k -> 32k
- allows copypaste to copy large bases
Improved gather, only select the objects we want
Shader re-write, output object depth and buffer depth for debug
New: Sharpmake setup (windows only)
- Picking it as it knows how to generate cross-compile commands with clang. This will make linux dev easier
Will do old solution file clean separately
Tests: generated and built debug version of the dll
Clean: removing old solution and projects
Update: baby steps towards linux build
- Moved the debug generation of sharpmake solution to Sharpmake/Build
- Added Fastbuild for cross compilation support (as a quick hack, in theory MSBuild should be capable as well)
- Added Linux related configs to sharpmake
Tests: got it to recognize the target, but fails for missing toolchain - that's next
Scan for resource compilers on properties, try and compile images
Can't mount the catapult if its loaded
Minor ballista cleanup
Fix exposed property regression
Better test for void task exception handling
Don't spam debug info in deserializing benchmarks
Rewrite compiling to match delegate signature
Pass parameters directly instead of allocating a dictionary
edited shield impact animations and edited theiranim transition lengths on player controller. Also applied missing impact melee anims on v shield override controllers
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Renaming crouch to duck for consistency
First pass on scientists peeking out of tall and low cover
Cleaning up the last of the TAA code
Use constants from BasePlayer and PlayerEyes for NPC cover generation and selection
Submitting new ballista rigs
Fix Convert to/Break from prefab not updating Inspector
Fixes sbox-issues/issues/6596
Updated ExperienceBar styling, VitalsPanel follows experience bar
Updated PinnedRecipePanel position/styling
Display crafting station in Pinned Recipe
Unify all crafting UI panels
Pinned Recipes now show recipes from all stations, telling you which station it needs to be crafted at
Don't read file twice in managed compile when there's a IResourceCompiler
Changed how we detect the entities to damaged when using the battering ram, works better
handling item condition properly on ice sculpture deployables
Fixed battering ram door not cancelling its busy tick
Explicitly BreakFromPrefab if __Prefab is not set
Fix gameobject clone not setting __Prefab when cloning prefab instances
Fix all Broadcast/Authority warnings by using new Rpc.* attributes
Updated SpriteTools
Update Skills UI to be more inline with other UI elements
Updated Crafting UI
Clamp QuestPanel
Added Player.IsCreative and "Creative Mode" permission
Fix issues with CraftingPanel and CraftingEntry
Remove LAYERFLAGS_NO_APP_TILING (did nothing)
Remove r_kick_dependent_views_early
Remove "VrMonitor" attribute, this might add bloom to ScenePanel - if thats something we dont want it should be exposed in a more explicit way
OffscreenParticleView isn't a thing
BallistaGun.Update and ServerTick nre fix
Battering ram button animation
made smoothing less aggressive (still destructive, just less so)
fixed sculpting operations being too aggressive near border edges (resulting in additive not adding)
Clean: warning fixes
Revealed while working on a sharpmake setup for the project.
Tests: built debug - it passed
Fixed battering ram hit anim
Update blazor bootup code
Fix comments on mobile style
Add PageBar for mobile
Line renderer supports texturing, the same as trail renderers https://files.facepunch.com/layla/1b1111b1/sbox-dev_R9xJvUmOpI.mp4
merge from indirect_instancing
Fix Awake() and OnDestroy() not being called for IndirectInstancing in standalone builds
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battering ram
- new broken state
- animator updates
- added 'broken' bool
Have scientists only crouch when their cover is low
jungle_ruins_e more complex layout design
main -> 4ShotMiniCrossbow
Implemented battering ram rig and animations
deauth_toolcupboard_lock_fix -> main
Deauth/Auth radius command now works for the locks on Tool Cupboards
Clean: fixing typo in "ServerProfiler::AppendNameTo"
Noticed when working on now-discarded assembly name skipping
Tests: scripts build in editor
Add upper limit for rerolls
Add re-roll card effect, and card, add bool for drawing an extra card
drag support across plane defined by first click for all 3 modes
- also actually hooked up the clear button to reset the block