257,804 Commits over 4,018 Days - 2.67cph!
Get rid of another log
See if we can get away with a single NodeLibrary
Get rid of NodeLibrary.Push()
Fix Facepunch/sbox-issues#7808
Have croc exit dive if it happens to move out of the water
Clean up GameState, don't show up if in warmup
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- Croc dives after fleeing into water instead of staying on the surface, right now the dive snaps the depth we need to look into it
- Make crocs float lower under the water so only snouth and back are visible
- Prevent croc from using land animations in water, and vice-versa
- Fix error from OnValidate
- Run codegen to fix compile error
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HornetGunWeapon: Added asserts to track down validity issue
Add SerializationOptions.MakeGuidsUnique
Update: addding perf tests to GetWaterLevel/-s
- Doesn't have cases that have water volumes, so slowest path not stressed in both cases
On 1k locations batch version is 10x faster than serial(130micros vs 1.18ms) with no waves, with waves - 3x faster(3ms vs 9ms)
Tests: not applicable
Fix error because of OnValidate firing during gameplay
merge from crafting_update - (Molotov fireball has a sparking effect on players fix)
merge from graphics_settings_extra_tooltips
merge from crafting_slots_rolls
merge from beehive_hammer_pickup_hotfix
merge from bee_occasional_fire_fix (what a bug)
merge from bee_nuclei_grade_fix
merge from ragdoll_squeezing_fixes
merge from amd_dlss_crash
set rustige egg g steam sitem.asset to retired-nocrate-notrade and updated manifest
Publish Sandbox.CodeUpgrader with the rest
More steamworks ignores
refreshing terrain blend textures of jungle ruins - they are correct but somehow were not applied in procmap
strangler fig color and transmission tweaks in situ
merge from alt_food_stacking_rule
merge from cookingworkbench_fix
merge from mixing_table_ui_fix
merge from harvesting_tea_fixes
merge from master_swarm_not_dying_fix
merge from checkeggdrop_nre
merge from explosiveammofix
merge from fix_start_looting_nre
Fix NRE causing players to get kicked when they loot an empty loot container in primitive
Revert "Tweaks to get r2r in the right place"
This reverts commit 87fc48564e379f6392c29f266c562644054deb09.
Leaderboard backup, run #
18101
Make skinned render bounds more accurate https://files.facepunch.com/layla/1b0711b1/sbox-dev_AgyUKwD7iH.mp4
boss charging
charge out of bounds rebound
boss healthbar
boss jumping
boss shockwave
boss death victory
enemy celebrate
Flag DepthNormal prepass as a depth pass ( scenesystem optimization ) but don't override it's material since we output to color
First set of refinements to the rest of the slash details
concrete_trim_02_paint_blend
v_mp5: fire additives subtract from their last frame instead of their first frame. This is because the first (0th, really) frame already has the finger pressing on the trigger... exploiting how, in the animgraph, the fire anims blend in over 2ms, meaning the action is instant instead of a full animation frame (33ms)
Improvements to impact effects to alow non uniform scaling. Applied to some standard hit effects with greater variety in rotation and scale
https://files.facepunch.com/ianhenderson/1b0711b1/Photos_5N3eHM2sXK.jpg
Fix master swarms not killing themselves after a period of time without a target
Harvesting tea now applies when gutting fish (will only affect the meat parts, not the bonus chance items like cloth, flares, bullets, etc)