249,481 Commits over 3,959 Days - 2.63cph!
Add net_shared_query_port - default to false for now until it's working
Shut down should be called after LogOff
Fixed release interaction showing up for all clients and not only for the pulling player
Ensure GUID is saved all the time. And some validation: delete CMapGameObjects that have no GUIDs on load & create CMapGameObjects for scene gameobjects that don't have a match
Fixed battering ram going crazy when hit by an HV
Set repair target items for ballista and catapult
Set the battering ram door position sync to fixed update
Battering ram protobuf
Wip battering ram head install system
impact particles rework wip
files + meta
updated t1 smg name
lowered max ammo capacity of Handmade SMG
some housekeeping
Stash SocketShare stuff
Remove that stuff - it should be automatic but it isn't working rn
Don't show properties of incompatible types when assigning Prefab Variables
Added `[Expand]` attribute, which expands the control for that property onto a new line, making it fill the width of the sheet. Resolves Facepunch/sbox-issues#6800
https://files.facepunch.com/CarsonKompon/2024/November/05_14-34-QuarrelsomeFinch.mp4
Added a DateTime ControlWidget. Resolves Facepunch/sbox-issues#6787
https://files.facepunch.com/CarsonKompon/2024/November/05_13-28-CourageousUrutu.mp4
DateTimeControlWidget supports DateTimeOffset as well
Make Alyx as sniper in episodes appear as Alyx in killfeed
Display a non halting error when teamID would not network correctly
Fixed crashes with missing physics objects
In bone followers and info_radial_link_controller
siege tower bug fixes. added construction meshes
Update: Emit all 10 frames of snapshot
- Also emitting UnityFrame as a CompleteEvent, so it's always visible in the profiler
- UnityFrames are now numbered
This produces a 160mb snapshot on Craggy (taken immediately after spawning), will need testing on larger worlds (and this is before proper labels)
Tests: opened snapshot in perfetto - saw all 10 frames
WIP multicast delegates
https://files.facepunch.com/ziks/2024-11-05/sbox-dev_ntUf9trdvk.png
sculpting progress
- corrected offset to align pivot to bottom of block
- basic carving, takes a small radius chunk out on-hit with piercing damage
- corrected mesh update to clear previous data correctly
- corrected physics mesh bake to assign collider back correctly
Cache looking up types by name
Update: Synthesize missing OnEnter profiling marks
This restore the profile's structure
Test: opened snapshot in perfetto
Added GraphicsSettings convar factory.
Added commented out list of all Unity graphics quality setting variables ready to start adding as convars.
Hammer: Can hover and select managed scene render meshes (ModelRenderer) as well as gizmo render bounds, whilst working alongside native traces
Should fix editor startup error
Update: first export of profiling snapshot
- Also filtering out System and System.Core from annotation (otherwise we produce too much data, even for 1 frame)
- Also added timestamp utility functions (as trace format requires micros)
Not super reliable - need to post-process gathered data to get rid of torn marks
Tests: opened trace in perfetto - although wonky, it's there
Fix video background color random
Clean up EditorUtility.PlayAssetSound a bit
Ignore edging when drawing text outlines, helps with `font-smooth: never;` in combination with `text-stroke`
Facepunch/sbox-issues/issues/6764
More checks to small rock formations
Increased radiuses on all small rock formation checks
Fix wolves dying when stranded in an environment they don't like (eg seaside)
Fix wolves roaming too far from their territory, potentially straying from their pack
Halve wolf territory size
Basic support for multicast delegates
Fix button text not being vertically aligned by one pixel. Resolves Facepunch/sbox-issues#6805
EditorUtility.PlayAssetSound supports sound events
Asset browser: Play overlay for sounds
- Fixed weird starting health of doors
- Healing any door heals them all
Update: minor improvements to ServerProfiler
- Added a smidge more debug to track the growth of per-frame lazy storage
- Added output of how long each frame took
Tests: ran the perfsnapshot command
Ensured main door isnt able to be picked up
Asset browser supports multi asset selection
[CustomEditor] supports properties marked with [Editor( "editorname" )]
Converted OrganisationProperty to OrganisationControlWidget
Fix button with no icon padding
Fix NRE in attachments
Model preview better guess if it's a viewmodel
Can multiple select and right click assets to batch publish, and select an org
Ident maxlength increased to 64
Update: add profile.perfsnapshot command
Currently just outputs gathered marks telemetry for sanity checking - will expand more once happy with results.
Tests: ran the command and confirmed output
Update: more improvements and debug to ServerProfiler
- Added tracking of thread IDs
- Only gather main thread marks (have thread races in my lock-free approach, so delaying this till later)
- Add tracking of assemblies to which the method belongs
- Filter our mscorlib assembly from instrumenting
- rewrote code to use ref semantics
Still chasing why consecurtive snapshots seem to double-up in size on frames 2-10.
Tests: ran a bunch of profile snapshots (next frame) and looked at the output. It works but has above weird behavior.
▋▆█▄█ ▉▆▅▌▍▄▋▌▅▆ ▇█▍▌ ▋ ▆▆▌▊▉▋▅▄ ▅█▅▍█ ▋▋ ▆▋▅▇▄▉█▋ ▉▅ ▄▅▄▉▊▊▉ ▇▋▅▉█▌▉ ▊▇▅▍█▋▄ ▇▅▇▄▉ ▆▊ ▋▆▋ █▇█▉▊ ▅▉ ▉▋▊ ▊▊▊▆ ▌▍▊▋▊██▇▋ ▄▊▄▋▉▅█▌ ▊█ ▇▄▅█▍▍▆ (▉█▊▄█)
Battering ram back door wheels logic
Asset browser: Fix dragging assets only including the first thing, resolves Facepunch/sbox-issues#6810
Increase max ident size
Add warning bar when package is unreleased
rebalance 2b + checkpoints