255,116 Commits over 3,990 Days - 2.66cph!
Linux/Mac: Resourcecompiler is only available on Windows right now, Clang/GCC has different behavior -std=c++20, revisit when back on mac
Linux: HarfBuzzSharp and SkiaSharp native binaries
[Pick] Linux: Remove references to loading Pango
Fix Developer-BuildAll.sh
merge from hackweek_automatedtesting
Added UNITY_INCLUDE_TESTS to the define symbols so nunit assembly are present in the build
Splashable water items actually increase the wetness value of the attacked player
Swarm will keep attacking a player until they pour water on themselves via buckets, water guns or the ocean. If so then egress and fade out
merge from hackweek_automatedtesting
Fixed test runner not loading the test list correctly
Fixed gluon stop sound playing 30 times when deploying the weapon
merge from draggable_cui -> hackweek_modding_improvements
Can define a scope to hide pickup notices (great for when spawning in)
Reapply brace in correct place
Gluon gun effects work over the network
Gluon hose validation (temporary because I just don't want it to spam)
Subtract previous fix for BaseEntity.saveload.cs
merge from hackweek_automatedtesting
Fixed test list export failing on startup
torch - initial 3p anims and prefab updates
updated 3p ak deploy to remove jitter
Fix apple pie tin mat variant.
Restore original pie tin material settings.
Convert the enum to an int since RPCs don't like bytes either
Rename PositionSendType -> DraggablePositionSendType
Add SERVER RPC methods
Add the test JSON for draggable slots
Fixed fucked network mode on all pickup worldmodels
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Setup and assign projectile tin material variants
Angry bee swarms will now stay away from fire sources. If a player is holding a torch they will stay nearby to attack once the fire goes off
Minor adjustments for accuracy
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Updating chicken rig anims to use new avatar
Merge PR for draggable CUI slots
Pie third person visual fixes.
Refactor visual configs.
Food items 3p/vms now setup correctly in both clientinit and ondeploy.
Add all pie projectile variations.
Submitting new chicken rig
Hands scene
IK-based hand test - more accurate
https://files.facepunch.com/alexguthrie/1b1211b1/sbox-dev_bLi9YIRCtL.mp4
Get rid of javascript style braces
Rename Slot -> DraggableSlot to avoid naming conflict, fix compile errors / warnings
Add JSON API for Draggables & Slots, add parent options to transform
Added the JSON API required to setup & update Draggables & Slots.
Also added the ability to reparent & order a transform if called via an update call, this is needed to allow reparenting a Draggable
fixed GetComponent for slot
Draggable Component
Slot Component
Draggable Test Json
Update Init fix
Fix Illegal Swapping, Prevent DragRPC
Fix a potential illegal swap when a panel inside a restricted slot was swapped with a non-slotted panel.
Changed DragRPC to not send when a swap/attach operation fails & the panel will reset to its last position,
the change was made because in those situations, a player didnt intend to drag the panel, they intended to attach it.
Fix DragRPC on attachment fail
fixed attachement fail sending a DragRPC, also properly sets the position of panels that can be dropped anywhere
Fix example
Add Callbacks (Used by Animation)
More Robust LimitToParent Approach
the previous approach used offsets, only modifying the position if the new position would be within bounds. this caused awkward behaviour where the dragged object would stop long before its actual bounds.
this was also framerate dependant as it would make bigger leaps on lower framerates, making it more likely that the new position would have been out of bounds and increasing the apparent distance from its bounds
after actually testing the PR in game i've realized it is safe to just use the absolute position (anchor + offset) and to constrain that to the rect with respect to the padding.
Updated Test after rust client testing
adding default sprites and changed some images to use Image instead
Fix parent issues (caching & anchoring)
the draggable now consider's both the parent's position and scale instead of just its scale when determining if its bounds need to be recached - this solves an issue with animated elements having cached old bounds
the anchor now also gets parented based on the parentLimitIndex, previously it was parented to the draggable's initial parent which brought with it unwanted behaviour when that parent was moving
Merge branch 'Facepunch:master' into DragnDrop
Move example to Test folder
Merge branch 'Facepunch:master' into DragnDrop
Merge branch 'master' into DragnDrop
Merge branch 'master' into DragnDrop
Merge pull request #55 from Kulltero/DragnDrop
Adding Drag & Drop Support via Draggables & Slots
Move gameobject creation for empty/new prefabs into the correct scene scope
Should avoid the GO being created in the wrong scene.
Related: sbox-issues/issues/7602
Refactor ServerImage.cs to return sprites directly & use ImageRequest class for pending image requests from the server
Update with fixes from Rust repo
merge from hackweek_automatedtesting
More compile fixes
Export test list in server directory
new about page design
some meta too
made it juiicier
- better controls, hip movement with bouncing, threw some mats on, added some suspension sounds with the bouncing
Fix compile error from merge
Chicken model and texture updates
Merge from main -> hackweek_modding_improvements