255,112 Commits over 3,990 Days - 2.66cph!
added terrazzo_tiles_a material
https://files.facepunch.com/jason/1b1711b1/sbox-dev_WGORKJwdYl.png
added wooden_floor_a material
Re-run protobuf generation
Fixed reported NRE in BaseCarryable
added floor_tile_03 material
merge from main -> item_ownership
Post reload events to the viewmodel only, they're only useful there
particle updates
removed loops
- Make 1 honeycomb every 5 minutes
- Multiply growth rate by nucleus grade. Grade 2 is 50% faster. Grade 3 is 100% faster
- Another balancing pass on XP
LibraryDetail version now updates the ComboBox upon downloading a new version of the Library. Resolves Facepunch/sbox-issues#7669
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Fixed beehive not generating honeycomb
Fixed info and loot panel issues
- Made fancy display showing current xp of nucleus and xp required for the next level up
Can now use multiple of the same subgraph with different values without it attempting to cache values from the other node of the same type. Also tracks nested nodes with their own cache so it's still optimized.
merge from fix_junkpile_despawn_delay -> main
Fixed weird colour issue on panel
merge from fix_optional_protobuf_effect -> main
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Merge from cosmetic_flowers
Fix explosion effects being spawned in center of the map
- ensure all fields of Effect that used to be reset by protobuf deserialization are reset when Clear() is called
Enabled disabled LOD renderers.
Set lod distances.
Bugfix: When spreading WaterInfo results, prevent trying to do a sawp between same indices
- This leads to invalidating WaterInfo, which returns invalid info
I need to extend tests to do checks with Entities, as this case/branch isn't covered currently
Tests: enabled parallel player updates and logged cached water checks - now it returns valid water where expected.
bamboo scaffold test and textures
Stop gluon gun white noise machine
Gluon hitmarkers
Pipe kit, flashlight and smaller asset material, LOD and engine setup update.
Merge from cosmetic_flowers
Add godmode cmd
Hornet gun: hitmarkers on projectile explode
Added DLAA back to the graphics menu for testing the AMD crash
Bugfix: replace Temp allocators with TempJob allocators for physics jobs
- Added misisng resource cleanup
This partially fixes test failures.
Tests: ran the WaterLevel test checks
Merge from presets_editor/quality
Downscale claw decal textures, increase normal map intensity
Added some tooltips to hive info
chicken coop progress
refined materials, renamed
UV2 ao - lookin' juicy
initial grid setup
- common job-friendly QueryGrid structure that also replaces the checks made in WaterVisibilityGrid, they would still need to be followed up by physics queries though
- needs cleanup
Make player gibs an effect, so players can push it around but don't get stuck on it
Update: WaterLevel.GetWaterInfos - replaced a serial GetWaterInfoFromVolumes call with a batched one
- should save us time by parallelizing physics checks, if they do get used
This removes one of 2 "batch" TODOs in the method.
Tests: ran unit tests, some are failing - will fix next.
Set dressing ziggurat monument continued
Max shadow distance text change.
Added tooltip to shadow distance setting.
Budge -> Budget typo fix.
Don't call Component.OnPreRender on dedicated servers
I'm gonna keep an eye on this - but you shouldn't be using this to do non-rendering logic