249,476 Commits over 3,959 Days - 2.63cph!
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Add mainmenu default font size so it's not tiny by default
Change hub icon
Reduce maxPolygonEdgeLength
This will break up navmesh polygon. The smaller polygons should help improve pathing on large empty spaces with only a few obstructions.
Add Specular map option to Detail Layer, update shader editor GUI, add the changes to additional standard shaders.
When applying clothing, try to avoid error models by pre-evaluating the list
Improve IsEnabled comment #5451
Add maxAgentRadius to navmesh params
Leaderboard backup, run #
15317
Updated SpriteTools
Input.config + .sbox gitignore
Fix Minimap error
Fix Dungeon Generation Errors
Update all obsoleted code
Fix Dungeon Generation overlapping on itself sometimes
Massive code refactor
Tons more refactoring, optimizations, and updating existing prefabs to work properly
Added Bullet Generator, affected by various IEntityModifier effects (which stack). Emitters are insanely customizable, we should be able to make just abt anything with this
https://files.facepunch.com/CarsonKompon/2024/November/10_20-33-RudeIndianjackal.mp4
Added "Manual Burst" button and Burst() function to BulletGenerator
https://files.facepunch.com/CarsonKompon/2024/November/10_20-43-ImaginaryLocust.mp4
Fix Key and Medkit Pickups
Moving Entities are no longer affected by IEntityModifiers of any child BulletGenerators
Front page
Fix menu being fucked for one frame after switching from avatar editor
Lets have a name tag
Scene tweak
Add backlight
Fix Integer Control Widget when nullable
Clothing updates
Fix store page not handling more than 2 items
Cleanup tests and unused methods
Fixed some warnings, removed libwheel
Kill marker is also red
Fixed ServerBrowser NREs caused by Data being null
Have wolves give up stalking after a while if not dealt damage, and give up a lot faster if they see fire
Delete Cardboard Trousers
Delete office skirt
Delete Cardboard Chest
Delete Dry Suit
Delete Hivis Jacket
Delete LongSleeve
Delete smart jacket
Delete bucket helmet
Delete Chefs Skull Cap
Delete Leather Gloves
Delete Long White Gloves
Delete Army Gloves
Delete V Neck Tshirt
Delete Buttoned Shirt
Delete Chainmail
Delete Longsleeve Shirt
Delete Priest Shirt
Delete Smart Shoes
Delete Necklace
Delete Stylish Glasses
Delete Diving_Rebreather
Delete chest armor
Delete eye cover
Add Package.ThumbTall and Package.ThumbWide
Fix button href debug
Player feed
Reduce wolf population and pack size to 3, until we find a way to make DensityPopulation spawn packs without having to increase the density
Fix NRE in trigger rework
Add DateTime.Humanize(), TimeSpan.Humanize()
Add number.ToMetric() (1100 to 1.1k)
Fix clicking packagecard title opening website
Fix settingspage button heights
Leaderboard backup, run #
15293
Refactor crosshair, no more razor
Hitmarkers, kill markers re-implementation
Tile bounds now only match the input geometries bounds on the z axis.
Use physiscsworld instead of navmesh to determine agent Z position
Improve tiling properties docs
Fix navmesh editor auto update
Remove useless recast config
Remove unused navmesh triangle code
Latest services api
Expose news api in Sandbox.Services.News
Add MenuUtility.GetPlayerFeed( take )
Add apis to get notification counts, mark read, get array of latest notifications
Don't return a success status from the position generator as we don't project on nav anymore, so it'll always succeed
Fix target check that was inverted after refactoring target getter
Prevent player dismounting from temp ragdoll mountable
Add get feed to api
Update packages
Move notifications
Add INotificationService
Add INewsApi
Fix not marking notifications as read
Remove unused RequireComponent attribute since components are now cached in the base state class
Use sense component member functions instead of magic extension functions to get or set the target
This makes the API more consistent
Remove some state local references to components that are no longer needed since references are now kept in the parent state class
Reduce memory allocations in PhysicsShape::GetTriangulation
Runs around 35% faster with the changes in my use case (1100μs avg -> 700μs avg)
Improve & Optimize Tiled Navmesh Debug Draw
https://files.facepunch.com/lolleko/1b0911b1/sbox-dev_w9mTXjsyWd.jpg
Fix PhysicsBody.IsTouching returning too early
Fix touching colliders only being added to triggers
Add PhysicsBody.IsTouching( body )
Rework triggers to check for exit events at the end of physics step, should be more reliable than ref counting touch events
Reduced the limbs rdrag and added bounciness
Added a seat in the catapult basket that players can mount
Firing will launch any mounted player
Catapulted players are put in temporary ragdoll mode
Added an orientation debug gizmo to the parent nested prefab.
40mm size a little bit up again. Fully realistic size too small.
Make transform between tile world and voxel space more explicit
Improved namvesh debug drawing