250,811 Commits over 3,959 Days - 2.64cph!
Added a dedicated TerrainCollisionProxy collider for the horses
Remove BATCH_FLAGS_HAS_BAKED_LIGHTING_FROM_VERTEX_STREAM ( unused ) and BATCH_FLAGS_CONTROLLING_COMBO_CHANGES (bullshit now)
Mark bindless lightmaps and LPVs as used, might not be needed but making sure
Enable vulkan 1.2 features (scalarBlockLayout, bda, descriptor indexing, etc.) instead of using all the extensions
Revert "Catch null typedescriptor when cloning"
This reverts commit 04c9f070c908428fd86eea9cbe8355e15aa069c5.
Revert "Reduce JSON usage in GameObject.Clone (#1781)"
This reverts commit 3975bc70bb23755766f1767725aab376864a5260.
Removed custom rotation pivot on the snake mask, re-enabled the 3d view in the store
Fixed horses standing on trough in ranches
S2P both ranches
Bakeresourcehelper which is used on tools has duplicated LPV constants code, make it use same path that's used for bindless
Make sure to include any passenger when ragdolling the horse driver
Fixed horse double saddle culling
Closed battering ram cockpit door
Scaled up the wheel a lil bit and added suspension
Fixed battering ram not using its VehicleChassisVisuals
Updated BatteringRamVisuals to move the axles
Cleaned up BaseSiegeWeaponVisuals
Subgraph "Add To Node Library" adds the subgraph to the Create Node menu so they can be easily accessed.
https://files.facepunch.com/CarsonKompon/2025/January/21_16-51-HardVampirebat.mp4
Add ConVarFlags.GameSetting
Add internal TypeLibrary.GetMembersWithAttribute<T>
Add EditorUtility.CreateTypeLibrary( CompilerOutput[] )
Publisher: after compiling a game, create new TypeLibrary, load in the game's assemblies, and search for ConVars marked with ConVarFlags.GameSetting, include in metadata when publishing
Add GameSettingsEntry.Default since we'll want to give the controls default values
Implement GameSettingsModal
Add LaunchArguments.GameSettings, apply them when saving new game settings from menu, and run them when we've succesfully opened a game
Icon support for game settings dropdown options, use SwitchControl instead of Checkbox
Add Reset to Default button in GameSettingsModal
Better looking DropDown, reduced default max range, restore saved launch arguments when re-opening modal
Fix error when deserializing SubgraphNodes
SubgraphNode now uses the Title, Description, and Icon from the referenced Subgraph
SubgraphNode now generates inputs from any Parameter nodes in the subgraph, with default names for any without.
SubgraphNodes now generate output plugs from the FunctionResult node in the references Subgraph
https://files.facepunch.com/CarsonKompon/2025/January/21_16-23-CoordinatedEastsiberianlaika.png
Better looking DropDown, reduced default max range, restore saved launch arguments when re-opening modal
Add Reset to Default button in GameSettingsModal
Updating more player seeds to v4 rig
Subgraphs have Title, Description, Category, Icon and Add To Node Library properties. To be used for the created node
Added SubgraphNode which references a .shdrfunc. Results in graph errors if the references graph cannot be found or the references graph has errors
Dragging a .shdrfunc asset into a ShaderGraph will create a Subgraph Node referencing the dragged asset
fixed slight gaps around wall frame semi circle on swirling wallframe
Catch null typedescriptor when cloning
Bitmap clone, IDisposable, IValid
merge from main -> primitive_gm
Updated workspace to Unity 2022.3.55f1 (all builds have already been switched over)
Fixing scoop not being skinned on battering ram
merge from primitive -> primitive_gm
Can change Preview Blend Mode/Shading Model/Domain in Subgraphs
Implemented all other preview types for FunctionResult
Fix GraphCompiler failing when using Unlit in Subgraphs
Icon support for game settings dropdown options, use SwitchControl instead of Checkbox
updated minicrossbow 3p anims to match viewmodel
Bitmap draw and bitmap pen
Reduce JSON usage in GameObject.Clone (#1781)
We no longer converts the complete GameObject to and from JSON for cloning.
JSON is only used as a last resort for complex properties we cannot clone directly.
Should result in 1.5 to 3 times faster clones (depends on object size).
Add LaunchArguments.GameSettings, apply them when saving new game settings from menu, and run them when we've succesfully opened a game
Clean: DemoServer - removing custom tick vizualization logic
It should be via IDemoAnalyzers, rather than some randomly sprinkled seasoning
Tests: editor compiled in Server mode
Do not crash with "bad inline model number", show a warning
Pull Request: Replacing CPanel:AddControl calls from Sandbox
Pull Request: Do not penalize full servers in the ranking
Since we now have a way to queue to join the server if its full it makes even less sense to penalize them.
Pull Request: Micro optimization for ents.FindByClassAndParent
Increase MAX_MAP_BRUSHES from
16384 to
665535
Updated catapult world colliders, tweaked wheels stiffness
Update: ServerDemoPlayer - players now move based on tick history
- Added recording of userIds to full server demos (need to match against players in saves)
- Added a callback for when world loading is done to do any additional logic (in demo case, matching players)
Tests: played back a 30s demo from Craggy
You can now specify the preview type for certain Output variables on a Subgraph so changes can be reflected in the Preview window.
https://files.facepunch.com/CarsonKompon/2025/January/21_12-51-DifferentAmericanbulldog.mp4
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- Experiments with ballista
- Missing prefabs
Optimize ```ents.FindByClassAndParent``` (#2167)
Optimizes this function by about 25%
Fixed ballista reload end sound not playing