248,646 Commits over 3,928 Days - 2.64cph!
Fixed ore tests following the recent hot spot changes
Scene collision events (#1707)
An interface to listen for all collision events that happen during a physics step
Make navmesh generator pools static
Pool memory for native tile heightfields
Order categories by title
Save categories upwards, include parent categories
Replace facets with categories, store simpler, use packagetype to return categories, return facet results as tree
Filtering by category works
First fix map override task when using launcharguments.map
Testing with handshake process fixes if host changes during handshakes...
Unique handshake id tests - if we restart a handshake its possible two could be running in parallel, this'll stop that
More fixes
Some cleanup
More cleanup, early out if disbaned or toxic
Fixed .config files not being added to appropriate string table for clients to receive changes
Package type category editor
Leaderboard backup, run #
15605
merge from qol_dropbox_new_slots -> main
Fix item filter on mailbox input
Fix mailbox loot panel after splitting into two inventories
Increase dropbox from 1 input slot -> 4 input slots
Create a different loot panel for dropbox vs mailbox considering different number of slots
Split dropbox code into two different inventories instead of filtering slots based on input / storage
- fixes items right clicked into dropbox storage going into dropbox input slots
- fixes industrial able to push/pull from dropbox input slots
Internal CommandList with calling action directly
Temp pass RenderEffect inside the command list directly
Add Graphics.ResourceBarrierTransition supports transitioning Textures and ComputeBuffers states currently, e.g if you wanted to signal a resource should be readable in fragment after a compute write to it
Merge from discofloor_rotation
Both DIsco floor variants can now be rotated while still being snapped to a neighbouring tile
Uses a new applyPostRotationSnapping option on the attraction socket mod
Fixed noclipping breaking held entities entirely
Removed flat fuel consumption when triggering the battering ram
Fixed exception when moving the current held entity item to another hotbar slot while it was equipped with a shield
Fixed battering ram firing replication
- Add purchased items to purchase history
- Changes to protobufs
- Some initial protobufs
- RPC setup
merge from ocean-edges-issue
Sandbox Tool assets csontraints
UV'd meshes and initial setup of blockout/lps of the different constraints assets Howie concepted
drawbridge lods and ladders
mitigate water Z-fighting with terrain at shore
Final final final water tweaks (final)
Fixed item radioactivity NRE when loading a save with item that doesn't exist (happen a lot when switching in between aux2 and main using the same save)
Progress on moving over hackweek car radio code to its own class ModularCarRadio as a child entity of BaseVehicleModule and no longer in VehicleModuleSeating.
Commented out old code and got client UI interactions working again. Still needs sound setup
Basic post-processing when underwater
https://files.facepunch.com/ziks/2024-11-22/sbox-dev_dr3yvVxH2r.mp4
Can't operate waterlogged ballista and catapult
Update default JSON ignore condition to use JsonIgnoreCondition.Never
Resolves Facepunch/sbox-issues#6995,
Resolves Facepunch/sbox-issues#6953,
Resolves Facepunch/sbox-issues#6349
catapult - spring position fix
catapult - updated reload anim with chain bug fix
Revert marking the entire navmesh as unwarkable
Fixed particle-related crashes
Do not store disabled workshop addon IDs as strings
Should save some memory.
Fix BRANCH being set to `prerelease` on NONE beta clients
Do not store disabled workshop addon IDs as strings
Should save some memory.
Fix BRANCH being set to `prerelease` on NONE beta clients
Add Graphics.DrawModelInstanced with count for procedural instancing, document other instanced methods
Add DrawModelInstanced methods to CommandList
Add CommandList.Set for ComputeBuffer<T>
Fix reflection camera priority
Water tweaking