258,112 Commits over 4,018 Days - 2.68cph!
Let us do custom tags for damage traces, make gluon gib
Make explosives great again, only let map geometry block our los trace
who left this here
Update: exclude System.Text.Json and System.Text.Encodings.Web from annotating
- also all TextTable utils except the expensive parts
Tests: in editor
Add MenuUtility.PostReview
Add Reviews service
Reviews/News
Move razor stuff from Sandbox.Razor to Microsoft.AspNetCore.Components - which tricks visual studio intellisense into working
CodeArchive version++, add upgrader for older versions
Add global usings to project compiling
Panel implements Microsoft.AspNetCore.Components.IComponent
Only run Sandbox.Generator if not DesignTimeBuild
split Global Includes and Global Statics
Remove Sandbox.Razor @usings
Fixed LODs of debris not being mossy. Set dressing in zigg scene.
Fog machines now cache the building privilege they're attached to, like shotgun traps and co
Fix localised damage (restore playercontroller tag and rules for player colliders)
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- Remove anim speed scaling on croc
- Increase melee range, interrupt intimidation if prey moves too far away
Clean: remove extra comments and finish TODOs
Just gotta swap out the implementations and test it all builds/runs
Tests: ran tests
Adjust crossbow explosion fx positioning
Zoom crossbow scope a bit more
Call rpg ammo Rockets
Simplify Binder, use some default interface implementations
- fixed issue with not seeing materials in-game
- re-exported base rig in A pose
- exported with viewmodel arms material, importing embedded material now works
- removed dart meshes from export (already in .viewmodel prefab)
- removed unnecessary v_blowpipe model prefab
Regenerate root motion data
Merge from graphics_settings_changes:
Adds LOD Bias slider.
Adds LOD bias to all presets.
Removed shadow projection option (forced to StableFit now).
Adds support for float values in presets.
Exported default graphics config again to include new lodbias and remove shadow projection (and associated convar).
Added sv_maxvoicepacketsperframe
Text parsing: Handle loading/writing \r correctly (Hammer VMF)
Hammer: Entity comments allow adding new lines with Enter
In Entity Properties window, the Comment field
Expand func_precipitation key-value info about custom particles
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Crossbow: shooting while aiming does a raycast attack
Crossbow: primary bolt is explosive
Sparky bolt impact
Smaller explosion for crossbow bolts
Crossbow: decrease time between shots, use clips
Added the ragdoll prefab and corpse prefab for the tiger
Updated the tiger prefab to link to the corpse and ragdoll prefab
Set up the hunting trophy for the tiger
Optim: store all row values into a continuous aray
- Inserts are now 50% faster than the old table, 99% less allocs
- ToText is 10% faster than old table, 99% less allocs
- ToJson is 47% slower than old table, 99% less allocs
Json serialization is a head scratcher - need to look through the utf8jsonwriter.
Tests: unit tests
Revert root motion extractor workaround as we found a proper fix
crocodile animation exported after rig edit
wip float support for preset values
exported crocodile sprint attack and turn animations after rig edit
merge from crafting_update
merge from crafting_update/visual_cooking
Disabled pooling on cooking wb
Optim: don't serialize bool in memory - we can rely on const strings instead
Brings us a smidge closer to original api, but still slower(-12%).
Tests: unit tests
Add missing state to croc
- Add special case to root motion extractor to handle the crocodile annoying root bone parent
- Regenerate root motion for all anims
Optim: allow pre-allocating of columns and rows
- Rows were supported previously, but I didn't realize the call was going to the params overload, breaking the optim
Inserts are 22% faster now, with 6 allocs per test run (except first run, for what-ever reason - need to explore) instead of previous 12k
Tests: unit tests
bee grenade entity updates
- updated holster position
- re-added final lod to fix model culling too early
added alternate colors for some wooden floor materials
https://files.facepunch.com/jason/1b2811b1/sbox-dev_GCxF25umxg.jpg
https://sbox.game/facepunch/woodenflooringblight
https://sbox.game/facepunch/woodenfloorherringbonealight
https://sbox.game/facepunch/herringbonea2blend
Update: update perf tests to use new apis
Rip#2 - was testing old compat apis. And suprisingly, they were faster than new APIs. Well, there's still options that I haven't tapped into.
Tests: unit tests
Scale sensitivity when zooming crossbow proportionally
Wip croc intimidate turns
Fixed campfire ignition lag.
Use same autoreload/dryfire logic everywhere
who left this here
SwitchAway avoids empty weapons
Optim: allow user to provide an optim hint if we'll be serializing to json
This allows to skip table alignment logic. Still no effect on json perf tests(wat), I'm suspicious.
Tests: ran the unit tests.
Fixed a bunch of shit making the cauldron FX hate the cooking wb.
Cauldron flame no longer flickers.
Cauldron visual meats are now fully submerged for lighting reasons, and you should always fully boil your human meat anyway.
Added shadowProjection to mandatory defaults, set to Stable fit.
Remove option to change to close fit, removed convar.
force anything derived from BaseVehicleMountPoint to opt-in to get a VehicleFixedUpdate, no current cases as they don't need the boundary push behaviour and nothing is implementing it currently
- avoids adding it to the AllMountables processing list so avoids unecessary null check overhead as well
Fix PinnedContentPanel NRE
Created CustomDropDown, can now choose between Public/Friends Only/Private when starting a game.
Added Livestock Skill and updated requirements for a bunch of other skills
Item Tooltips now show how much Energy and Hearts food will heal
Remove old version of Json patch (RFC 6902)