248,883 Commits over 3,959 Days - 2.62cph!
Is47Tiles -> AutotileType enum with 4 bitmask types.
GetAutotileBitmask now returns proper values for each type
Basic 2x2 Edge and Corner bitmask implementations
Fix PaintTileTool warning and NREs
Can now change Autotile type after initially creating it, fixed all NREs that come with that change
Changing Autotile Brush type now gives popup warning telling you its a potentially destructive change. Cleaned up a bunch of unused code
Fix AutotileWidget not being created with unnamed autotile brush
Fix brush type not serializing
Fixed not being able to select brush while tile was selected in Tileset Editor
Replaced separate create buttons with a single button that has a dropdown for brush type
https://files.facepunch.com/CarsonKompon/2024/December/02_13-37-FrigidUintagroundsquirrel.mp4
Navmesh only run heightfield generator cleanup in task
Navmesh generator cleanup is sub 10 microseconds, so not worth it to dispatch a task, since task dispatch overhead would be higher than actual compute.
Fixed clientside only entities being considered map created
Fixed being disconnected from sv_lan servers due to recent changes
Entity:FollowBone doesn't check the boneID argument if given NULL
Fixed Mega Gravity Gun not being able to pick up flesh
Remove cheat flag from cl_wpn_sway_scale
Added sv_quota_stringcmd_kick
Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did
I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler
Remove sdf.hlsl (until we meet again 🫡 )
Broadcast combat sound instead of just playing on the host
Added ready up sound
Collect halves_won, rounds_won stats
Kills, Deaths stats
Played card stats
Ability activation stats
Stats for each card type, card name
Record game wins/losses via stat
Only progress if all players are ready
Preparation phase is ready-up based instead of time-based
Add bark and footstep audio to new jump anim
Removed separate run/walk/duck speeds. Just have speed, then a slow walk speed
Events for controlling wish velocity, if we can jump, if we can shoot
Plunger vert colour adjustment
Ice skates spawn much rarer
Increase damage effects
Add ice skates, friction control stats
Bullets come out of the camera, but effects come out of the gun
TextEntry: Prevent brief caret selection of placeholder text, fixes Facepunch/sbox-issues#7087
Tweak TextEntry selection behaviour to match modern browsers
Update Facepunch.ActionGraphs
* Fix display info of constructor node result output
Sort filtered node query by relevance
https://files.facepunch.com/ziks/2024-12-02/sbox-dev_02cGbJAziV.png
Make it easier to find constructors for Vector3 etc
Applies to constructors that were already [ActionGraphNode]s
Facepunch/sbox-issues#5624
Make node queries less strict
https://files.facepunch.com/ziks/2024-12-02/sbox-dev_jj1QWkPK4U.mp4
Fixes Facepunch/sbox-issues#7024
Fix potential infinite loop in navmesh generation
Fix navmesh geometry collection physicsworld NRE
siege tower ladders lod and x form fixes. wheels added to guide mesh
Reduced car radio to T1 workbench and crafting time to 15 seconds.
Fixed HLOD disabling meshes too early in the monument load process causing the RendererLOD to initialise with shadows disabled
Percentage based shadow distance. Still enforcing previous shadow distances based on cascades for workarounds.
Docs
Fixed showing the wrong opponent client information in CardPhasePanel
Stripped out the initial towing test code
Ability stacking, can only use the last ability in a row
painting carve radius directly onto the sculpture mesh rather than using a separate hit guide
Instant heal ability, OnCardPlayed event
Horses dung system
Fixed dungTimeScale convar not scaling dung production
Disabled air time temp ragdoll for now
Fix NavmeshGeneration performance regression caused by 51c5e14
Navmesh generator cleanup now runs in parallel
Heightfield span pools are no longer freed after a completed generator run, instead they are returned to the freelist and reused.
Disposing of the generators now waits for all active generator tasks to terminate.
Implement wolf headress effect on wolves
Ability cards working, add immediate reload card w/ ability - need to add ability UI next
Add Scales card that increases gravity
shield 3rd person attack anim split into 3 parts
Merge: from soundmodulator_leak
Fixes an audio-related NRE when performing generic interactions (zipline, bike, etc).
Tests: rode the zipline on Craggy a bunch of times(the whole way and with quick jump-off). Couldn't repro the NRE (though couldn't do it originally anyway)
Bugfix: Avoid double-recycle of sounds when pooling is disabled
- switched to checking recycle time
it used to rely on whether fade modulator was present or not as a flag, which doesn't work when pooling is disabled. And we can double-recycle now via NotifyOnParentDestroying and OnDisable
Tests: none, but super-confident about the theory
Use the correct connection for Card.PlayedBy