250,361 Commits over 3,959 Days - 2.63cph!
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Maps can have stats, achievements, leaderboards
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prop_physics from maps are fully networked
We don't need to load the scene on the joining client
Add Application.ClearGame
Add Application.MapPackage
Refactoring
Refactor
Add SceneNode to more easily check if we're the owner of a GameObject
Add achievement/stats apis for maps
Fix NRE in ToClipboardString
Expose more stats/achievements stuff to ag
Tweak graph saving logic, warn if no editor session found
Fix DPV appearing in crafting menu in tutorial
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WIP frame scene ref target on double-click
Mute run effects for the moment
Don't look at camera in dialogue
update scene
Merge: from soundmodulator_leak
Fixing zipline NRE that my previous change caused. When not pooling, retail the modulators instead of trying to recreate them, since some scripts don't clear them properly.
Tests: rode the zipline twice on Craggy, then noclipped around the island to destroy sounds, then rode the zipline twice again - no NREs
Bugfix: don't clear modulators when not pooling, fixes zipline NRE
This was caused by my previous fix
Tests: rode the zipline twice on Craggy, then noclipped away from the island, and rode the zipline again - no NREs
More scene.ref node icon tweaks
https://files.facepunch.com/ziks/2024-09-30/HZYdyW9buu.png
WIP game object thumbnails in graphs
Refresh object thumbs when scene saved
Node icon tweaks
https://files.facepunch.com/ziks/2024-09-30/sbox-dev_6XFZEVyCvd.mp4
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merge from world_update_2
Add mirror example component, this isn't ready to be used in games, it's for us to debug rendering issues
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Expose GameObject.PlaySound, StopAllSounds to ActionGraph
Leaderboard backup, run #
14308
Copy monuments_scene from mac build server (scene bundles are not cross platform, see maps.bundle)
Set legacyDismount to false on chair.invisible.static now that dismount checks always use a capsule check even when an ignore entity isn't provided
More merge fixes, including updating the animator. RPS now fully functional
Reapply gesture code changes and fixed up gesture picker in the menu
Merge from main (stomped local changes on BasePlayer-Gestures and PlayerAnimation controller, will need to reapply changes)
Fixed positioning on fan mesh on worldmodel
Fixed worldmodel missing outline and adjusted collider size
Add a capsule check on the world layer before spawning to prevent the player from spawning inside the new cliffs
Wall slide anim
Dive does damage
Leaderboard backup, run #
14300
Set up things to use worldSpaceNear to fix orthographic rendering with tiled rendering, use depth min/max for building tiled frustums
https://imgur.com/a/tybd5Dv
WIP game object thumbnails in graphs
Refresh object thumbs when scene saved
reset pivot on divesite_plane, divesite_plane_COL and removed COL from visible prefab
Show cubemap complexity on tiled debug vis as well
https://files.facepunch.com/sampavlovic/1b2911b1/HM0UBknyYv.png
Human: lots of updates, see commit comment
• 2 walk animations & default idle poses
• Same prefab changes as Citizen
• Now accounting for limbs being slightly twisted in bindPose unlike Citizen — this 'unbiases' the constraints so there's practically no change in the resting pose
• Added constraints that slightly pivot leg_upper_X_twist1 upwards as the leg bends; this makes the lower part of thighs 'bulge up' a bit, which complements the "poor man's RBF" kneecap constraints, and improves the look at extreme bend angles (crouching, etc.)
Delete old human male.vmdl
Citizen: renamed movement process prefabs for consistency, merged neck_clothing into animconstraintlist
radioactive_water -> world_update_2