250,792 Commits over 3,959 Days - 2.64cph!
Fixed terrain holes in small rock formations
HCR no longer mountable to Frontier weapon racks due to size.
Fix Depth::GetLinear, be expressive about it for correctness before all, precompute these values later
Start fixing up dof https://files.facepunch.com/sam/1b2211b1/ombChoX97P.png
Iterate DoF
Smooth fade DoF from composite shader
Iterate dof, needs cleanup, almost perfect
Wave intrinsics to do early out for far dof
DoF2 Downsample with bias based on depth, cleanup
https://files.facepunch.com/sam/1b0211b1/sbox-dev_rXaN2wxsmC.mp4
Front blur, tweaks
Final tweaks, add depth gap for adding an area where u might want more focus
https://files.facepunch.com/sam/1b0211b1/sbox-dev_VBIoPeaBWP.mp4
Depth Resolve writes to both channels correctly
Final cleanups for dof2
Deleted bugged oceanside topology from icelakes to remove coastal rocks from spawning underneath
Keep track of modifier source counts.
Tea vitals bar only shows tea source modifiers.
Fixed several water regressions from
104770
Adjusted cliff tall slope meshes to get rid of terrain holes
Ensure current serialized map data is updated with the new radiation map each time set radiation body is called
Fixed non-harvestable trees in oasis a, b and c
Removed monument topology from oasis a and b to get rid of barrel spawns
Make sure we've got the right package version installed, update if not
Bin global tools package cache, replace with per-project store
Redownload package manifests if they're dodgy instead of breaking a download
Fix pinned version # getting dropped when installing package
Prevent trying to install different versions of the same package
Add manual cloud asset updating
Update asset package refs when updating dependency, fix when broken (yuck)
Basic 'in project' filter for installed cloud assets, show as asset location
Check revision matches when we're checking for an installed package at a specific #
Don't redownload a package we've already got installed
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Ensure water radiation map persists between saves
Can now pause SoundHandles the same way you can MusicPlayers. Resolves Facepunch/sbox-issues#5581
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Fixed mix-blend-mode not working
Fix mix-blend-mode not applying to layer if using filter:
Fix filter: blur box cropping
Properly replicate meat stack size shrinking as wolf is eating
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Added "use local space" to "Position Within Box Random" particle init
Fixed a typo in the name of NPC:SetIdealSequence
Fixed ENT:GetPreferredCarryAngles for `ai` ents not being called
Fix ActionGraphModel.WithDefaults handling exposed properties
Fixed cliff_d anchor issues
Cleaned up and streamlined onItemAddedToStack calls from base liquid vessel
ItemModContainerRads now listens for a bunch more ItemContainer changes
Much more accurate rad count for a vessel
Possible NRE fix in PushLiquidThroughOutputs
Bunch of cleanup and removing log spam.
Log a message when temporarily adding an unapproved item for rendering.
Drop BaseEntity AddComponent extension method and just declare straight up `AddComponent`
Update Facepunch.ActionGraphs
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Fix defaults being dropped in cached fast path
Fix containers not opening
Caused by cache and order of operations changing with BaseEntity Components
Fix scene ref node output type for prefab root objects
Remove unused hidden nodes when saving graphs
Fix node reachability visual
stopping watervisibilitygrid error spam
- still need to fix the core issue
Update Facepunch.ActionGraphs
Don't automatically call RemoveUnusedChildNodes
Have wolves spend a longer time eating larger meat stacks
subtracting
104763 - we are using the W component on shore vectors in the shaders, just not in code
Fix hitinfo being recycled while the wolf was holding a reference to it
When some food is unreachable, remove it from the grid and put the state on cooldown for performance
Don't try to eat food that's moving (eg still falling to the ground)
Merge: from main
Tests: none
Merge: from itemcontainer_pooling
Fixes the "Double init of inventory!" assert on killing NPCs.
Tests: spawned scientist NPC, killed them - no assert logged, corpse still clothed and loot present.
Merge: from main
Tests: none, no conflicts
Bugfix: Remove assert that forbade double-loading of ItemContainer-owning types
- Removed a separate dead assert
Entities can be synchronized over the network multiple time via doing a whole load, which invalidated my previous logic.
Tests: Spawned a bunch of NPCs and killed them - they didn't generate asserts.
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