248,727 Commits over 3,959 Days - 2.62cph!
Update: drop sound refs when AttackHelicopter is destroyed
Tests: none, trivial change
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 )
dropping resolution of grid by roughly 50%, still feels good to carve but gives a big speed and memory improvement
Update: drop sound references when ground vehicle is disabled
Tests: rode a pedal bike, jumped of and destroyed it with console commands - saw expected debug log
Undo: of the previous undo to ensure we don't hold dangling references
Although the resources are cleaned up, the pointers are not so we end up with stale pointers on entity recycle
Tests: none, trivial undo
Only show warnings if in peacekeeper mode, powered, and player is not authed
fixed issues with non-square sculptures and increased height of ice sculpture by 25%
Undo: Partial undo of recent work to remove unnecessary DoClientDestroy callbacks
- Turns out we already invoke cleanup for sounds that are attached to network entities - meaning we don't need to manually handle it in these cases.
Was confused why pedal bike wasn't leaking it's sounds on destroy, and tracked it down to above mechanism.
Tests: Tested compound bow and flamethrower still work and don't leak sounds
PowerCounter and ElectricSwitch minor optims
initial support for smoothing sculpture through a simple box blur on elements in a sphere
- moved carving and blurring to jobs and running them directly on main thread, roughly 10x faster
- upped carving radius and scaling hit guide properly to show it
increased size of sculpture to roughly 1m cube
ElectricBattery server optims
Fixed battery deplete and charge commands not replying with the correct battery name
Fix wolves leaping at players that didn't climb on anything, or dying suddenly for no apparent reason
Add better failed path vislogs
Fix TextArea not updating on value change
Virtual Cursor: rewritten, much simpler now, mimics mouse, so works for everything (#1704)
- Also tracking pressed controller buttons now
Fixed ReadOnly behavior for TextAreaControlWidget, resolves Facepunch/sbox-issues#6968
AssetPublishWidget: when ticking publishing, update the widget properly instead of having to de-select and re-select asset
Add recast/detour tile cache
AssetBrowser: stopped pinned asset bricking the whole sidebar
Editor: When losing focus of scene hierarchy rename popup, treat it as a successful rename
Human Hair Updates
Humans: added citizen_human_female_staging.vmdl
Fix mass ratio typo in box3d
Calculate mass factor to apply to ground velocity to avoid building up massive ground velocity when walking on small props https://files.facepunch.com/layla/1b2011b1/sbox-dev_7NKHr5o1K5.mp4
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
Merge branch 'master' into scene-collision-events
Update kills/deaths on kill/death
Hit markers
Electric button minor server optims
Cleanup and formatting
properly set texture sizes in the import settings
added mini crossbow bolt
smaller mesh version of the wood arrow - same material
USP Pistol - fixed normal issue, slightly darker slide
merge from december24_art_fixes
Make the sidebar kind of persistent
Highlight active sidebar
Change review layout
Convert ScreenshotCarousel to css
Leaderboard backup, run #
15557
Added a tool to dump all animation clips used by the player model to a csv
Crawls through every state machine, sub state machine and override controller in the project
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player death sprite
player death blood
player death zoom/shake
easy player death sprite
diff 1 death sprite
zombie celebrate
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Don't spawn the node sparkle until the node is hit for the first time
The first node hit is now considered a bonus hit so there will be no negative resource wise
Slightly increased how much the sparkle moves as the node gets smaller so it doesn't get stuck in a single spot close to the end
Added RandomProjectile ItemEffect, balanced more items, added Pea Pod and Fist items, added Knockback
Added Knockback ItemEffect and Wind item
Experiment with pixel versions
Apply optimisations to metal and sulfur nodes
Added a dedicated express button to the side of player placed elevators that can now be used to go to the top or bottom of an elevator
Added art to shield wearables so they're displayed correctly in player preview
Double the speed of player placed elevators
Fix clothing using the wrong skin
Fixed orientation of the second door in demo_1
Fixed up wrong text for the tutorials
Hook up freeze tutorials in the demo, fixed lock getting stuck for interaction UI, fixed weapon pickups not firing pickup action
legacy_shelter_revoke -> main
Changed 'Server.max_shelters convar' to 'LegacyShelter.max_shelters'
Fixed references to human textures being broke
Color adjustments for camera
Proper validity checks in Chat, add PlayerPawn.GetZone<T> Component constraint
Bomb-proof the bomb plant component
Shouldn't need this redundant null check
GameNetworkManager assert demoted to warning
Crosshair camera validity fix
ScreenShaker camera validity fix