257,568 Commits over 4,018 Days - 2.67cph!
Set transform to identity/zero during ConvertToPrefab serialization, restore instance transform after serialization
Closes sbox-issues/issues/7840
Missing part of previous commit
Launcher: clean up UI, make a few things contextual rather than showing everything all at once
https://files.facepunch.com/alexguthrie/1b1111b1/explorer_2JWhMC4P0r.mp4
Sweeper .sbproj update
Prevents multiple systems overriding each other changes when modifying the corpse spring joint
default dart v_ model
material and textures
Forgot to commit this with the object-fit stuff
Paging implementation, other perf improvements
Only check if the environment volume transform has changed while in the editor and outside of play mode
Fix NRE when croc dragging serverside ragdoll
Fix ItemDrops throwing NREs for connected clients
Fix CanAttackEntities and IsCreative permissions not networking correctly
Added Sign Item, Tile, WorldPanel and Modal. Added Sign to Stonecutter skill
https://files.facepunch.com/CarsonKompon/2025/March/11_10-58-SlipperyArieltoucan.mp4
Added Reinforced Walls and updated Building/Decor crafting categories
Revert "Add option to ignore transform when serializing a GameObject, resolves Facepunch/sbox-issues#7840"
This reverts commit 2ac02f274f06d90bdc0719ec8b9f95c68a258642.
UI: add support for `object-fit`, move aspect ratio code into source text template
Caching environment volume transformation matrix and bounds
Fixed being able to target people with the gluon through walls (doesn't hit, but you can trace people)
Demote bot warning to trace
Fixed boomerang server methods running in the client (only in editor)
Update gluon_vm to use Max's new viewmodel
Revert UI scaling strategy
Better validation in GluonWeapon
Fixed Damage NRE
Combined volume properties into a Vector4 to reduce shader property set calls
updated rustplayer fbx with new prop positions
re-exported working holdtypes after prop bone skeleton updates
normal map fixes, dilation fixes
v_gluon_gun: basic viewmodel setup
- Added an epsilon amount to the environment volume size used for environment volume stencil rendering to prevent Z-Fighting when they are perfectly aligned with meshes.
- Moved the SetRenderTarget call when rendering the environment volumes to outside of the loop that draws them as it only needs to be set once.
- Added a square distance check for volumes after frustum culling based on a controllable render distance.
Iterate on croc behaviour, remove zigzag attack, re-add static attack
Changed the way bee analytics are called. Added an editor method to reset bee stats for testing
Optim: Calculate water factors via a Burst job
- Job generates factors off by less than 1mm, so I had to swithc asserts to approx equal
Tests: ran unit tests
Bots wait for navmesh to finish generating
Update: Pass NativeArrays to GetWaterFactors instead of Spans
Tests: ran unit tests
Can toggle profiling overlay in console
clear prefab when switching input type, clear material list before switching mesh
Update: replacing BasePlayer.FinalizeTickParallel internal buffers with NativeArrays
- Also renamed WaterFactors to GetWaterFactors (to free up a name for a static array)
This should enable conversion of internals of GetWaterFactors to Burst jobs
Tests: ran the staging demo playback - same InWater and OutOfWater counts
Nerf bot aim
Fix edge case where bot logic could get stuck attempting to pickup a weapon
Bots can now shoot RPGs
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support selecting prefab with auto fill of lod0+lod3 meshes and materials
Update Datacore_Ref01.pur
Cleanup bot async task hierarchy
Introduce behaviour tree like functionality by adding task executors RunSelector & RunBehaviour
Cleanup task cancellation propagation
Don't run beam interpolation if owned by a remote connection
Update Input.config
Adjust gluon range again
Tests: new PerfSerialWaterFactor and PerfBatchWaterFactors perf tests
Also just realised that all my perf tests are not doing 1k point tests, but 10k. Whoops. I'll keep it.
Tests: ran new perf tests
Profiling cleanup
HUDPainter aligns to pixels
PerformanceStats more buffer
Add overlay_profile [0|1]
merge from wheel_collider_optim
shrunk jungle swamp water surface to avoid clipping
Reworked decal_liquid_a
+ Optimised decal_stain_a textures
Fixed InputAction copy constructor not setting Title