248,678 Commits over 3,928 Days - 2.64cph!
Spline Collision Support BoneTransforms and Rotation
Spline collider now provides accurate collision for any shape and any rotation.
Deformed/Twisted citizens with collisions:
https://files.facepunch.com/lolleko/2024/December/23_12-34-DishonestQuagga.png
https://files.facepunch.com/lolleko/2024/December/23_12-34-HorribleNightheron.png
Add Shader.Combos
Add Material.Shader
Create MaterialInspector.cs
Remove unused
Add combo index
Bit more material access
Don't load shader compiler dll on dedicated server
Don't add resourcecompiler app system on dedicated server
Leaderboard backup, run #
16325
Hook up SoundHandle.ElapsedTime
Show all enum flags in control widget, opt out with Hide attribute instead (We want the option to show All = Apple | Banana unless specified not to)
Make sure to destroy scene on widget destroy
Use SceneRenderingWidget for sound editor
Use SceneRenderingWidget for viseme editor
Use SceneRenderingWidget for texture editor
Shift click compile notice to open all files with errors
Fix typo in "Copy World Transform" - it was copying local transform
JsonIgnore bullshit in Transform
Fix whitespace being added as an asset type tag in search widget
Horse leading fixes and improvements
Cleanup
Wait until shadergraph preview asset is compiled and up to date before reloading shader
Leaderboard backup, run #
16310
Leaderboard backup, run #
16309
Lets make this shader compile code less pointer'y
Fix shader compile progress always being 0%
Rebuild shaders
Remove unused shader code
Horse saddle swapping & leading first pass
Fix language attribute not allowed - fixes sbox-issues/issues/7221
Fix unable to enter non-game in contests
Use VideoWidget for video widget test, delete VideoNativeWidget
Leaderboard backup, run #
16301
Leaderboard backup, run #
16297
- Comment updates
- Fix animations having lower than normal playback speed
Leaderboard backup, run #
16296
Init AssetPickParameters_t defaults
Fix gizmo tests not initializing camera
GizmoSceneTest uses SceneRenderingWidget
SceneRenderingWidget manages its own gizmo instance
Leaderboard backup, run #
16287
Leaderboard backup, run #
16286
Disable gizmo push until I figure out what's wrong with it
Make sure things using scene rendering widgets calls Scene.EditorTick
Push gizmo scope in Scene.Push - Allows for gizmo rendering in SceneRenderingWidget.PreFrame
Don't call Scene.PreRender in SceneRenderingWidget, it's the job of Scene.EditorTick to call this so we ran the risk of this being called twice
Render to widget example in widget gallery uses SceneRenderingWidget
Leaderboard backup, run #
16277
music misc
curses
curse difficulties
more difficulty player sprites
Generated csproj LangVersion 11 -> 13
lr 300 - v4 exports, anim naming updates, override controller set to use udpated anims
Changed all siege weapon constructable colliders layer to Deloyed
Hide code compile notice when NotificationPopups is false instead of clearing them, in case notification sounds are enabled (was this by design?)
Reimplemented heavy players dismounting
Now only checks when the players weight changes instead of every frame
Specify input type to SerializeToNode when serializing game resources - Fixes Type not being serialized in game resources
Tweaked horses drowning damage
Fixed catapult detailed collider scaling issue
Apply era restrictions to recycler output so you can't recycle items to get blocked items
Enforce era restrictions onto loot tables
- likely will have custom loot tables but this prevents any items squeaking through
- caches valid items for each era in loot tables, resets when era is modified
Only have one version of FloatSlider in sandbox.tools, delete the one in property editors