249,389 Commits over 3,959 Days - 2.62cph!
More cleanup, early out if disbaned or toxic
Applied Ian's zero rotation script tweak.
Dispose of navmesh + heightfield generators
Add native obstacle rasterization for box, cylinder and convex shapes
- Expanded box on workcart to 18 slots
- Moved forward and up slightly to try and fix weird interaction issues
- Changed lot drop location to on top in order to try and stop dropped loot clipping
added mini crossbow viewmodel camera script and its updated rig and idle pose.
Temp fix for fire, using facepunch.fire_particle_fast
merge from hackweek_fishingvillageradio
merge from cold_breath_convar
mini crossbow textures
resized too
Upgrade remaining old vmdl files so I can delete all this legacy model code
Added Cutscene component that works independently from Dialogue component. Lever now uses cutscene to show what it did
Hide TongueUI during cutscene
Added StartOn and CanHitMultipleTimes to LeverSwitch. Lever in intro scene can only be hit once
Lever is no longer targettable when it can't be used anymore
More ISaveData stuff
Added SaveEnabled Component which saves whether or not a GameObject was enabled. Added to everything necessary
Bugfix: fixing misplaced call in CompoundBow
Tests: none, trivial change
Fixed headshot sound ranges
Bugfix: avoid leaking compound bow sound loop
- Also added sound recycle on destroy
It was just one instance that would be cleaned up on switch-back to bow per player.
Tests: in editor pulled the bow till max, quick-switched away, checked via audio.printsounds that it was gone
free-floating islands are deleted when carving through the ice, can still have separate disconnected pillars as long as they are connected to the base in some way
merge from surgeon_scrubs_wb_craft_fix
Unique handshake id tests - if we restart a handshake its possible two could be running in parallel, this'll stop that
Split generator Into HeightField and NavMesh generator
UI: Expose UI.WorldInput.Hovered inside WorldInput component
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Testing with handshake process fixes if host changes during handshakes...
Tutorial stage wip
Teleport trigger icon
Delete these, they caused crashes and unused
VR: check for headset in PreInit() instead of Init()
Update: recycle sounds when destroying a BaseLiquidVessel
Tests: none, trivial change
VR: init g_pVrSystem before finishing material system setup
Update: recycle sounds when PhoneController is destroyed
Tests: none, trivial change
Some final water tweaks (for now)
https://files.facepunch.com/ziks/2024-11-20/sbox-dev_7Cb3eqtn8Z.mp4
Update: recycle sound when MobileInventoryEntity is disabled
Tests: none, trivial change
First fix map override task when using launcharguments.map
merge /cpu_batching_instanced → /aux
Un-check Read/Write on all meshes
Update: recycle sounds when RadiationOverlay is disabled
Tests: none, trivial change
Added "Unmark Readable" Tool to remove Read/Write from meshes
Fixed instancing to work with non-read-write meshes
Update: recycle sounds on SoundFollowCollider disable
Tests: none, trivial change
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Updating all other fireballs progress.
Update: CoalingTower stops it's effects on client side
Shouldn't have any effect now since we don't despawn them, but will avoid pooling issues in the future if we suddenly start
Tests: none, trivial change
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
Update: review comments
- Removed in-memory file caching and simplified code
- Added a semaphore to prevent multiple concurrent uploads
- Removed a flat delay when detected trigger phrase to upload a snapshot
- Removed post-heartbeat attempt to find-and-upload snapshots
Update: braking change mitigation
- Fallback to old API json format if failing to process with new one.