248,651 Commits over 3,928 Days - 2.64cph!
Remove a few unused things
Merge from december24_art_fixes
Fixed incorrect biome being selected on new tutorial cliffs
wolf pain sounds are less sad
wolf attack sounds have more snarl
- Box storage done the boring proper way
- Protobuf gen
- Broken locomotives that arent workcarts
Rebake tutorial island terrain height map
Fixed tutorial island scene menu option not pointing to correct scene
Update foliage baker to use more accurate raycast based terrain sampling, this is too expensive for runtime foliage but since we generate this foliage at edit time we can get the placement perfect, fixes some floating foliage on tutorial island
Another work around to priv checks with Vehicle_Large collliders
Can click on preview tiles to add them to the selected brush/tile
Updated tileset guides
Created Autotile Reference ControlWidget
Make Reference ControlWidget look nicer
Can add multiple tile variations to an Autotile Tile
Can now rename/clear/delete/configure Autotile Brushes, added Right Click menus to Brush, Tile, and Tile Reference ControlWidgets
https://files.facepunch.com/CarsonKompon/2024/November/21_15-42-ImmaterialSphinx.mp4
- Reverted Drawbridge LOD changes
- Ensure siege tower volumes parent sleepers
- Dont show building priv on vehicle large entities just because you are authed
- Add prevent building volume to constructable
Prevent invalid hash error
Siege tower:
- Remove unneeded checks on parenting volumes
Better trigger parent volumes
Dont allow pushing the siege tower if your parent entity is the tower
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merge from analytics_voice_chat -> main
Add analytics for how long a player spends talking
- include in client analytics
Added a new localization key for train yard's skip container, to avoid conflicts with 'skip' the verb in other languages
Revert "Added 32bit holly lib"
It doesn't actually work, I was testing the 64bit version because the launcher auto selected it, oops
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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.
Merge from peacekeeper_turret_hostile_warning_ui
Removed some unneeded code, debug spam.
merge from 2d-flickering-workaround
Minor code fixes and cleanups
Fixed many compile warnings
Fixed a small memory leak in gamemode .txt file parsing
Potential micro optimizations in localization loading
More code clean ups
Fixed a small memory leak with saving presets (preset library)
Fixed small potential memory leak with creating Lua bone followers
Progress on tile caching & dynamic obstacles
https://files.facepunch.com/lolleko/1b2111b1/sbox-dev_CQAKEpUbQk.mp4
FOV and distance culling for navmesh debug draw
Minor code fixes and cleanups
Fixed many compile warnings
Fixed a small memory leak in gamemode .txt file parsing
Potential micro optimizations in localization loading
More code clean ups
Fixed a small memory leak with saving presets (preset library)
Fixed small potential memory leak with creating Lua bone followers
Remove unused asset browser node type
Wolves will not respond to a howl from a wolf that doesn't belong to their pack
This will prevent wolf packs from merging too often, reducing cases where players have to face more than 4 wolves
merge from wire_slack_fix
Reverted wire length 'fix' from
107563
Can DrawInstanced a number of instances without uploading data
mini crossbow viewmodel anims updated
Fix 'cut component' not being undoable, Facepunch/sbox-issues#6949