258,352 Commits over 4,018 Days - 2.68cph!
Bugfix: ServerProfiler - sync up non-main-thread timelines to main thread
Previously it was possible to have a small gap at the very start of the snapshot on non-main thread views.
Tests: exported a snapshot in the editor.
Bugfix: ServerProfiler - properly handle sheared callstack at the start of worker threads during export
This revealed that I have a bug with non-main thread timing (things are slightly offset). Will fix next.
Tests: injected data that was tripping up the export originally. Validated that it does trip up before fix, and now exports correctly after fix. Exported 10 snapshots in the editor - no failures, and all look correct.
Add physics grabber example component that grabs objects using fixed joint
Flame turrets now cache the dominating building privilege they're linked to
If they don't have any linked TC, we use a server cached GetNearestBuildingPrivilege
Also adjusted the trigger exclude layers accordingly
Motion editor selection polish
https://files.facepunch.com/ziks/2025-02-21/sbox-dev_fNBVNJB6Du.mp4
* Object snap toggle, snaps to blocks / playhead
* Fixed drag logic for each handle
* Can't make selection go out of bounds
Fixed fog being black on some maps with HDR
Added clothing to vertical slice loadout
Shotgun trap now uses server cached GetNearestBuildingPrivledge when not attached to a building
Skip trigger check if we can't fire
Set trigger Exclude Layers
Compute uvs from params after scaling mesh
Don't rebuild mesh component if it's not active
Bugfix: ProfileBinViewer - fix callstack depth calculation
- Also replace RadioBoxGroup for threads with a Dropdown - turns out 50 threads radio buttons don't vertically fit my monitor. Who knew.
Hoping it's the same issue in the json exporter.
Tests: Opened a debug snapshot from official server.
Move Enemy Rebel to Combine tab, add icon & localization
Move ammo localizations to .properties
Hammer preview for point_worldtext
https://files.facepunch.com/rubat/2025/February21-1113-CrowdedFoxhound.jpg
Newline support in point_worldtext
Fixed Hammer breaking VMF files if they contain \n in keyvalue values
New point_worldtext features
Text spacing X/Y, orientation
slight shift in torch trans y entity position
Set IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity cache time
Merge: from main
Tests: none, no conflicts
Add warnings for invalid icons in Feed - should be able to track this down now
Death messages are in everyone's console
Add networkable version of suppressing pickup notices
Up the pitch of the grenade clang sound, lot better
Add trail to thrown hand grenade
IsBuildingBlockedByVehicle merge fix
Merge from app_skip_field
Fix compile (some fields got stomped because these weren't in sync)
- updated upperBodyAimMask (removed eyes/eyelids/jaw/eyetransform)
- updated mask meta on anims
added wooden_flooring_a
https://files.facepunch.com/jason/1b2111b1/firefox_9cyHSIvkGY.jpg
https://sbox.game/facepunch/woodenflooringa
blends will come shortly
Merge from fast_debug_draw
Sync protobuf changes from Rust, fix entities with IDs bigger than 32bit IDs
Updated Rust+ protos so they are compatible with other protobuf code generators
Beehive texture size / mat setting optimization.
Change distance fade to fade to black instead of transparent, which was the original DDraw behavior.
Added missing changes to material variant that Unity didn't save for some damned reason.
merge from windmill_height_fix
Adding details to zigg bamboo stair piece
Reduce notification history auto refresh rate
Updated protos to handle fields with C# default values being skipped by the Rust server
merge from crafting_update -> aux2
merge from windmill_height_fix
Bugfix: CollectionUtil.SortInplace now correctly sorts
- Also renamed these utils as previous names were confusing
Tests: ran the old + new unit tests - all pass
Update: Adding unit tests for CollectionUtil
Discovered that my SortInplace is borked, so I'll fix it in the next update.
Tests: ran the new unit tests