257,817 Commits over 4,018 Days - 2.67cph!
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)
Fixed harvesting tea accidentally applying 1.5x the resources, should be 0.5x
Fixed UI displays, is now in line with other harvesting teas
Fixed harvesting tea not applying to every resource when harvesting
Possible alternate spoiling food stacking rule: add server.normalisedFoodSpoilTimeStackThreshold convar
If both food items have a normalised spoiling amount greater than this convar, they will be allowed to stack
Default to 0.9, meaning that raw meat can be stacked in the first 36m of it's life and cooked meat can be stacked in the first 2 hours (and change) of it's life
When food stacks like this the more spoiled item takes priority so some life will be lost from the fresher meat
Should help some unfotunate stacking side effects when harvesting meat
Tweaks to get r2r in the right place
Get rid of a log I left in
revolver skin description fix
Possible fix for CheckEggDrop NRE
Optim: replacing GetWaterLevels hot path with burst jobs
- Converted some internal NativeArrays to persistent, lazy growing ones to reduce allocation overhead
On a 25 player case shows a 25% improvement/5micros, though the sample size is too small(not enough players to check). I need a good way to test this at larger scales, or these 5min waiting times will murder me.
Tests: ran unit tests, ran staging demo multiple times, water checks counters in the expected range.
Tweak steam upload ignores
Okay test does built, but into a different folder
Use --no-build for dotnet test
Update dotnet-version
CallbackBatch pushes appropriate scene
csproj have publish profiles
CI Publish with readytorun
Disable CodeGen messagebox
I don't know why sbox-dev was using Sandbox.CodeUpgrader
Steamworks upload can ignore some junk
Disable ResourceSystem.HasPendingWork loading wait
Catch exceptions when rating packages, print warning
We're putting fullsort on small prepass which isn't what we want, should be only on large prepass
Bugfix: properly access count from CoarseQueryGridBoundsJobIndirect
Tests: ran unit tests
Truncate log lines >512 chars, increase max batch size from 50 to 500 to reduce request count
UI: linear gradients use premultiplied interpolation in & have quadratic easing on alpha channel to more closely match web
https://files.facepunch.com/alexguthrie/1b0611b1/sbox-dev_YziN6zZgp3.png
Stop logging exception stack traces, we can get them from sentry instead
Fix PlaySoundAt 2D falloff not working
Consumables broadcast their sound
Added IStatModifier and implemented SpeedEffect + SpeedPotion
Added StatusEffect base class and StatusEffectPanel which shows all current status effects and their timers
Implemented Mining Potion and mining/attack speed modifiers
Added Regen and Stamina Potions + Effects
Initialize local entity transforms to prevent mobs doing a 180 on spawn
WIP getting moviemaker.editor working again
Add Popup PositionMode.UnderMouse
Updated layer for crocodile ragdoll
Adjust damage indicator, bin the vtex
Tweak hud element layout when scaling
Interactable scoreboard, player popup with social options
Comical crossbow impact sound
Remove unused
When loading a scene wait for resources to finish loading on the loading screen
Porabola utils Incase I want to use it
Initial crappy curving logic
Texture streaming workaround (make sure it's disabled at startup under any circumstances until the graphics qualities are loaded, so it's at most only changed once from disabled to enabled, never from enabled to disabled)
Bring back two-pass depth prepass with big/small sorting
Fix saves.singular localization string including its comment
Fixed "flammable", "no" assigning wrong flag
Minor cleanups
Add min_use_angle for func_button from CS:GO
Reduce which entities report the networked velocity clientside
local player, MOVETYPE_FLYGRAVITY, MOVETYPE_FLY , players without MOVETYPE_NONE is the current list.
Added Rustige Egg G variant animations, set prefabs, item and steamitem
Whitelist System.Private.CoreLib/System.ParamArrayAttribute
fixed stables scrap refilling way too fast
fixing missing rad exposure ceiling ( 50 )