257,721 Commits over 4,018 Days - 2.67cph!
Subtractive merge Changeset
116046. Spatially Aware Env volumes are currently causing compile errors on server builds
Merge from spatially_aware_env_volumes
Adding Panther prefab variant
jungle ruins scene HLOD setup and bakes
enabled read write on ruins kit for batching
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Add Player MaxArmour and MaxHealth
Add BasePickup.CanPickup and move some functionality from OnPickup there
Improve error handling for navmesh queries
Vectorize and cleanup some things in BBox math
Obsolete `BBox.GetVolume` we already have `BBox.Volume` (property)
Obsolete `Sphere.GetVolume`, add `Sphere.Volume` as replacement
Add static variant of Vector3.Clamp
Add static variant of Vector3.Abs
Spawn 3 copies of ue_jungle_swap_a for now until we get more variants
exported updated tiger drag animation
What if we explicitly r2r sbox.exe only
Support non uniform scale in BBox.Transform
Improve cell placement count gathering performance by using bitmasks instead of collections
Leaderboard backup, run #
18173
dodge/blink/jump perks
remove some params from Enemy.Damage
Adjust the ladder trigger setup on the tree
Align to terrain when possible
New RepositionOnGroundMissing component, move objects down in the world instead of being destroyed when their underlying surface is destroyed
Reapply LookAtHealth changes
Possible fix for having to click twice to reskin an item in the repair bench if switching from a redirect to a workshop skin
Reworks a bunch of repair bench logic, still a bit of a nightmare
Add Trace.Cylinder https://files.facepunch.com/layla/1b1011b1/sbox-dev_RHoamCtLxL.mp4
implemented more perks
perk floater
player heal flash
ring particle effect
tweak explosion and ring effects
more dash perks
FPArms: punching animgraph now uses the same b_deploy_skip behaviour as other weapons
FPArms: add first_person_arms_throwables.vanmgrph
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Bloom adjustments, use biquadratic for smoother lobe, add bloom test scene
https://files.facepunch.com/sampavlovic/1b0911b1/fqAchPQkKt.png
Use linear tonemapping curve instead of hable if none of our managed ones are applied, same behavior we'll have on IPostProcessSystem removal
Removed old chicken assets (20 files, about 30mb)
Adjust alignment a little to match the railroad planter
Retake triangle planter icon, fixed alignment
Fixed warning spam when cooking food in the cursed cauldron
Fixed meat losing it's stack size when it spoils
Fixed hopper removing any item attachments from weapons/armour it picks up
The item contents should only be removed if the item is a backpack
Also added a few checks to ensure the rigidbody exists before trying to modify it (modded issue)
Alright forget it for now
No - it hates what. What if we just try one
Compile some dlls explicitly with composite mode
Leaderboard backup, run #
18149
Fix hashcode overflow in editor tool manager