249,468 Commits over 3,959 Days - 2.63cph!
Can optionally pass LobbyConfig to CreateLobby. Right now only contains LobbyPrivacy. Add LobbyPrivacy.FriendsOnly.
Separate overload as not to mess with any existing game packages
Make old CreateLobby method obsolete. Add LobbyConfig.MaxPlayers (defaults to package config.) Add LobbyConfig.Name (defaults to hostname for Dedicated Servers, or the owner's Steam Name for P2P)
Keep the accumulator. Fix the issue properly.
[DONT MERGE] Cupertino: Hardcode some paths and fix trailing slashes, note that outside windows steam_api64 dll is just called steam_api
bigger jump window, flow map wip, sound tweaks, remove duplicate map from legacy season,
Revert to old fixed update logic. It appears the root issue was synchronized server time causing more fixed updates than it should due to Time.Now changing. This resolves the issue I was trying to solve initially, and also fixes Facepunch/sbox-issues#6906
chicken coup deployable test
will need looking over with an actual programmers eyes just in case
pitch music on death
adjust stages
Add rendermesh resource
Add rendermesh asset type
Allow sceneobject to be created from rendermesh
Add MeshRenderer
Add vmesh asset preview
Don't hide vmesh assets
Cupertino: Libvideo, libSkiasharp, libmpg123 binaries
Cupertino: libHarfBuzz and libdxcompiler, configdefaults.osx.vcfg ( do we need this? :S )
Game boots again
unicycle sounds, menu music, ui tweaks
Rewrite to be a console app
Make flex controller names case insensitive again
Optimizations for weapon autorefresh in spawnmenu
Fix branch specific build error
▊▊█▅ ▌▆▋ ▅▅▊▌▊▌▅▅▋ ▌█▇██▍▇█ ▉█▊ ▆▊▊▆▇▄█▉ ▌▍▍▋ ▇▅▇ ▋▊ ▆▉▅▊▆▆█▆█▇
▋▋▇▍▊█▊ ███▇█▊▇▊ ▇▌▌▋ ▍▇ ▄▅▋▅▍, ▇▍▄▇▆▍▌▋, ▋▋▉▍▇ ▇▋ ▋▌▇ ▆▌▌ ▋▍▍█▉ ▉▉▍▊▊▊▋▊, ▄▊▇▄▅ ▇▉▍ ▊▌▋ ▌█▇▆▊▅▋ █▇ ▅▉▍ ▅▍▊▇▇▋▅ ▅▍▅▋▆▄, █▌ ▅▌ ▆▍▅▅ ▅▉ ▄▆▆ ▇█▌▅█▉▉▊ ▅▅█▍▅ ▅█▋▌▊▋▄▅▆
! ▇▊▊▄▅ █▌▄▇▊▅▅▇ ▊▇ ▋▋▆ ▋▇▆▋ ▊▌▄▋▊▇
▆▍▇▆▄▅▄ ▆ ▉▇▇▅▋ ▄▋ ▌▌▄▌▌▇▄ ▌█▆▌▍▊▍▋▍▇▋ █▋█▆▍▄▆ ▉▄▆█▌▊▊▅▍▌▄ ▄▍ ▌▄▅▄, ▌▍▆▅ █▆ ▌▇▄▇
▆▆▇▉▍▄▊ "▆▆▌█" ▉▊▅▋▋▅▋▍█▍
█▊▇█▍ ▋▄▅▋█▅▌
!▇▇▌▉▆▄ ▍▇▊▋▇▊▇▆▄█▊, ▅▄▇▊▇▌▊▍▅ ▍▇▉▄▉, █▇▋▇▌▌▅▌▊ ▄▄▆▋▆, ▋▄▊▊▊█ ▊▇▋▆▍
▉▅▊▄▄▊▋ ▉ ▆▍▆▉▍ ▅▉ ▉▇█▇▉▅▄ █▅▄▆▊▍▉▍▄▉▉▇▇▋▉ ▋▉█▇▋▉▇▉
█▊█▄▍▆▍█▊▌█▋ █▄▋▍▋
▄▇▌ ▋▄▊▌▌▄▉▌▌▆██ ▄▊▉▊▅ ▍▊▊▅▄▌ ▉▍▍▄▋
▋█▉▊▆ █▋▇▄▊▆▌▋▄▉▇█ ▍▋▌█▅▌ ▌▇▊▋▊▆▄▍▍ ▄▌▄█▋ ▋▆▉▌▅▉▉ ▊▋▌▄ ▉█▅▍ ▅▆ ▇▊▉▊ ▇▉ ▋▅▅▄▋▇▌▍▍
▅▊▊▋▅▍▆ -▊▇▆▊▋▊▅▋ ▍▄▋▋██
▌▄▇▊▌ ▋▄▉▋▆▌▍▅
▇▋█▅▄▆▄ ▍▆█▋▋▅▄▇▅▋▊▄█▉▆▉ ▇▅▇▆▅▅▉ ▍▋ ▌█▋▍█▌:▊▉▇█▊▊▊▌▊▋▊▇
▄▊▋▉▊▅:▅▅▄▋▍▌▌▋▉▍▍▊ ▆▇▊▌▍ ▉▄▄▊▍ ▊▆▊▉▉▋▉, ▆▄▆▌▉▌▇▌▍▉ █▊ ▍▅▊▍▄█ ▇▋▅▊
▆▉▉▉▆ █▌▅ █▇▅▅▆ ▍▋▋▊ ▉▇ ▄▄▍▉▇▊▌▍▇ ▉▄▆▄▇▉▋▋▆ ▍▉▌▍▋▅
!▅▉▋▌▊ ▅▆ ▋▋▇▄▊▆
▍▆▌▇ ██▉▇ ▅▅ ▌▊▅▍█▋ ▍▉ ▄▆▌█▌▍▍▇ ▅▆▇█▊▇ ▍▉ ▋▄▅▆ ▇▉ ▆▋▍█▍▆█▆
▌▄▋▌▍▇█ ▉ █▍▇ ▅▇▆▄▋██ ▊▊▅▇▊ ▋▅▉▄ ▄█▇▄▋▌ ▍█▆▊▌ ▇▊▄ ▆▊▆▌▅▅▍ ▋▆▄█▉▌▄██
▄▊█▆█ ▄▄▌▊▇█▌ ▋▄▉▅ ▄▊▍▋█▌▄ █▅▆▆▇▊▅ ▍▍▍▌▊▆▍
▇▉ ▆▊▇▆ ▌▊▄▄▆█▆▉▅ ▅▋▄ ▅▊▍▅_▆▋▊▆█▇_▉▌▌█_▇▆▊▄▊▄▄▊▅▋
▄▆▄▍▇ "▊▌▌▆ ▌█ ▊▍▆▇█▍▅▋ █▅▅▅▌" ▄▄▍▄█▊▍█ █▆▄▍▋▊▌
▋▉▋▉▄ ▍▊▆▇▋▅▄ ▍▍▋▉ ▌▄▆▌▆▋▋▇▊ ▌▍▆▋▆▇▋ ▇▆▍▍█▉ ▄▌▇▌▉▇▆▉ ▄▉▊▊▅
▌▉▌▊ ▄▋▇ ▍▆▍ █▉ "▅▇█▋ ▊▍▋▅▆" ▄▇█▇▆▇▄
▅▋█▉▄▄ ▉▆▉▉▌▅ ▅▊▌▍▍ ▇▇▄▌ ▋_█▉_▌▉▌▌▅▇▆▌▇▆▋█
█▍█▄▌▆▆▄ ▄▊:▄▊ ▆█▉▄, ▌▇ ▅█▇ ▍▊▉▅▊ ▄▅▇▄▌▌▌▇█▄▍.
▇▆▊█▇ █▆▉▆ ▊▋▋▆▄ ▄▅ ▇▅▉▆▌▍ ▅ ▅▄▋▄▌▆▋▌▄ ▉▅▉▄▉▍▄-▉
▇ ▄▍▄▆ ▇▅ ▄▋▊ █▅▌ ▋▄▇▄█▇▉ ▇█▇█▋▊ ▆▄▉▍▊█
Only use networked velocity for entities that set it serverside
Physics entities such as props, vehicles, SENTS do not set their velocity, since its all handled by the physics engine, so it ends up not actually being networked
Make particle preview background slightly lighter (32,32,32)
Fixed more crashing issues to do with particles
Check if Interactable is valid on ShopItem (should fix NRE when entering new floors)
Added basic chatbox
Basic Voice Chat (no UI)
Initial Tiled Navmesh Generation (#1689)
Goal for this PR is too match current NavMesh functionality, but instead of generating a single large tile, generate multiple smaller tiles instead.
This fixes a couple of NavMesh issues, most of them related to nav generation for large maps.
Pathing should also improve slightly, since the NavMesh now broken up into smaller polygons. This will be particular noticeable in maps with large empty space and only a few obstacles.
The PR does not change the API and should only result in minor behavioral differences, caused by the generated NavMesh being slightly different.
https://files.facepunch.com/lolleko/1b0911b1/sbox-dev_w9mTXjsyWd.jpg
Expose "Does Restock" as Prefab Variable on Shop Item
Add Locked Door, Shop Rooms have 50% chance to be locked
Add more shop rooms
Fix item room bounds
Chest fixes + Vitals now has CanTakeDamage and IsInvincible (can take damage but no health is depleted)
Ignore self in ground trace
Prebuilding menu project halves startup time
Added Shop Item and first Shop Room
Shops actually take your money now
Turn off AO on the main menu because it looks like ass with DoF/fog
Fixed main menu guns not being shown
Balance out a bunch of audio attenuation
support applying vertex color/alpha on Standard Packed Mask Blend
color and/or alpha be applied to albedo color, ao, or neither
Little sound tester tool
https://files.facepunch.com/tony/1b1311b1/sbox-dev_HsjHgYb7hU.png
EventRecord uses correct Version sha
Server receive methods
- Setup testing
- More logcs
- Client sync var debugging
Cupertino: Add libs and missing dependencies for GameNetworkingSockets, update GameNetworkingSockets
add metallic workflow version of LocalCoord Diffuse
Added `give_coins` and `give_keys` commands
Added Chest, requires Key to open. Has small chance of dropping an item
Json warmup can be a background task. (-500ms) Make logging initialization more predictable to avoid double configuration waste
Menu doesn't need access control (-100ms)
Only initialize ILHotload in editor as that's the only context it's useful in (-100ms)
We can await on account information until after menu is loaded, otherwise we're usually hanging here for a second or more doing fuck all
ResourceLoader.LoadAllGameResource: FindFile `*` more optimized than `*.*` (150ms -> 75ms)
Update Superluminal PerformanceAPI (Stop nagging)
Update AMSI patch for .net9 so we're not wasting 100ms+ every full hotload / package load
Let's do viewer tag this way instead
Update: Don't allocate storage for alloc marks on worker threads
Tests: exported a couple snapshots in the editor
Cleanup unused usings
Use Parallel.For( for particles
Lets try setting the min/max threads
Can't re-equip same weapon
Don't apply viewer tag to players that aren't me