248,651 Commits over 3,928 Days - 2.64cph!
Add command to make admin invisible
updated viewmodel mini crossbow anims
Be very careful about when we load assemblies in LoadNetworkTables
Facepunch/sbox-issues#6984
Only warn once if Json serialization happens during a hotload
Facepunch/sbox-issues#6984
Ensured towing visuals delete properly when the towing joint breaks
Fix memory leak in navmesh builder
Fix catapult animator init mismatch between client/server
Set all siege weapon recipes to require 1 ingredient each, so nobody freaks out on reddit when seeing the placeholder values I pulled out of my arse two months ago
Balancing will come later
Merge from ai_wolf_iteration
Catapult projectile throwing LOS checks
Prevent projectiles being fired through constructions and such
Added a server collider to the catapult arm
Tweaked projectiles radius
Remove unecessary includes
Fix wolves facing the wrong way when moving, and sometimes spinning when they start to move (new issues highlighted by async pathfinding)
Fix wolves hovering slightly above ground
Decrease await delay when checking for recording finish
Internal intersect events on physicsworld, no one should need them
Make use of InvokeWithWarning
Catapult animation client/server sync
Add GameObject.IsDestroyed - to detect objects that have Destroy() called on them, but haven't been destroyed enough to be IsValid false yet
Don't return components on objects that are IsDestroyed
Humans: skinning updates
VR: init g_pVrSystem before finishing material system setup
VR: check for headset in PreInit() instead of Init()
UI: Expose UI.WorldInput.Hovered inside WorldInput component
Upgrade remaining old vmdl files so I can delete all this legacy model code
Humans: more skinning updates & prefab changes
Merge branch 'master' of sbox
Add Distance and Falloff to Voice Transmitter
izIsSoft changes
VR: more logging, always enable debug callback
VR: add -novr force disable
Update fpxr to 8e70816536da3c657eb9f9a7b815268c5ef7a729, improves headset checks
Fix clothing using the wrong skin
Fix HasUnsavedChanges being sucked into GameResource
GameObject's FindByGuid will find prefabs (allows networking prefabs over RPC)
Change prefab icon color
Add GameObject.GetPrefab( string )
AssetBrowserLocation tracks location type (code, assets etc)
Create asset menu is context-specific to the location type, creates in place and opens rename flyout instead of using system dialog
Unify usage of AssetBrowserLocation and its presentation/directory/hiding logic
Asset Browser: Improve navigation outside of project tree
Path widget only displays what can fit instead of freely growing, hide rest behind flyout
Ignore calls to Scene.Parent.set
Iterate children nicer in PostDeserialize, in case children get added/removed during deserializing
which they do - like when creating attachments
Add GameObject constructor which takes a parent
Expose PerChannel<T>.Get and Set
Print a list of new items in console after check out
Uninstanced prefabs (#1708)
Can retrieve components and child gameobjects from uninstanced Prefabs
Asset Browser: streamline navigation flow
Asset location presentation tweaks, improved path handling
Initial path widget width because it starting off small is so very annoying
Fix NRE in PrefabFile.PostReload
Fix NRE in CloudBrowser
Fix warnings
Fix 'cut component' not being undoable, Facepunch/sbox-issues#6949
Can DrawInstanced a number of instances without uploading data
Remove unused asset browser node type
Fix some Gizmo functions drawing an obsolete vertex object instead of nothing
When provided with an empty Enumerable: Lines(), LineTriangles() & SolidTriangles() would reuse & draw the vertex object of the previous frame instead of nothing.
They now correctly draw nothing if an empty Enumerable passed.
Fix asset browser NRE, default location stomping cookied path
Disable undo/redo menu buttons when there's no active editor session
Optimize allocations in Gizmo Lines(), LineTriangles(), SolidTriangles()
Fix [Button] not showing in asset inspector, resolves Facepunch/sbox-issues#6985
Merge branch 'master' into navmesh-dynamic-obstacles
Fix [Button] not showing in asset inspector, resolves Facepunch/sbox-issues#6985
Optimize allocations in Gizmo Lines(), LineTriangles(), SolidTriangles()
Ice shader update, smoother edge detection, parallax, and some frost on top
Spread navmesh obstacle updates across multiple frames
Fix asset browser NRE, default location stomping cookied path
Disable undo/redo menu buttons when there's no active editor session
Enabled instancing on all materials.
Safer TrainCar OnChildAdded behaviour
Manifest
Fix entity cluster spawn logic being biased towards the smallest possible cluster size when respawning entities
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Fix exception when no permission to view package
Release Brix IJSObjectReference properly
more cheer anims
boss cheer
blend between two atmopsheric haze factors over height
Remove unused
Sidebar on achievements page
Fix package stats not updating
Use ShowOnIndex var from PackgageType
Can change org member permissions so they can invite and remove people
Leaderboard backup, run #
15581
Merge from oxygen_qol_tweaks
Increased the depth required to be considered underwater for oxygen tracking purposes by 10% (85->95)
This should mean oxygen will start getting consumed slightly later when submerging and should also help situations where oxygen is still depleting in turbulent conditions and part of the players view is above the water
Added debug.waterFactorPrintout that pritns out the current depth level into chat for QA purposes
Fix exception from foliage tutorial change when entering play mode in the editor
Merge from ore_resource_optimisations
Convert all remaining nodes and the wood pile resource to the new PrefabAttribute workflow
Fixed outlines on wooden shield and reinforced wooden shield world models
Fixed another case where spamming equip/unequip on a shield would throw an NRE
Fixed blocking flag staying on if the players shield is holstered or destroyed while blocking, was preventing input on subsequent held entities
Fixed shields not parenting properly
Fix initial rooms not revealing on the map
Minimap Icons for certain room types
Added Timer item which gives your bullets a "delay" (decel followed by accel)
https://files.facepunch.com/CarsonKompon/2024/November/21_20-06-UnawareBluegill.mp4
Make it work for targeted player as well
Add MoveModeDefault, movement speeds defined in mode and can be altered by modifiers
Fixed being able to block while in debug cam
More tutorial stuff
tweak intro scene water