258,129 Commits over 4,018 Days - 2.68cph!
Add Bitmap.InvertColor
Add invert color effect to image file texture generator https://files.facepunch.com/layla/1b1511b1/sbox-dev_UgUB7PjkRg.mp4
Clear scene model anim parameter cache on model change, fixes crash on model change
Reduced eye textures to 512
Mocking up a simpler way of composing edits
Changed the pickup/drop/impact sfx for the car radio item in line with other small metal items with a burlap worldmodel
Add 99.9 percentile to benchmark data collection to diagnose largest lag spikes
Also P5 and P95 while we are at it.
Removed prefab references from hair sets for now (disabling hair)
Rat death texture is missing, set to color for now.
Change benchmark lobbies to private
Further reduce load during navmesh benchmark
self dmg has different color
more status particle effects
Leaderboard backup, run #
18293
Little more adjustments to area lights scene
Use generated gradients for area lights cookies, good example for texture generators too, looks way better for smoothing things out
https://files.facepunch.com/sampavlovic/1b1511b1/UUFm7KN04h.png
sticky bomb perk
unit burning status
more fire perks
Use normal to calculate normal direction of capsule light, makes it non-bendy
Update area lights scene and test sphere and capsule lights
Capsule and Sphere lights Staging
https://files.facepunch.com/sampavlovic/1b1411b1/KSdcCVtuz8.png
Updated player_temp_ragdoll with new player skeleton (fixes crash when killing scientists)
Rebalanced all tile spawns
Added Ruby Ore and made Ruby Chunks more common
Directory Metadata + remove old islands.json
Rebalanced some quests, added some stats, and fixed fishing unlocking all quests at once
Relics no longer leave behind their collider when used, Industrial Tables can now be crafted properly, and tweaked some drops
Rebalanced some crafting costs
Cost no longer shows at all times on InventorySlots, fixed squished PermissionsPanel when too many players
Fix Pickaxe NRE
Bugfix: fix invalid index scrambling logic in tests
Turns out the tests were borked and generated duplicate indices, which is not something that batch logic can handle.
Tests: ran all unit tests
sunken knife prefab setup - now uses combat knife prefab duplicate, set up as steam item and set to spawn as skin of combat knife, added sounds to sound folder, rebuilt manifest and skins asset
Bugfix: avoid trampling results when scattering out physics query results
- Also reduced size of temp allocations (they're still there, but it's the slow path anyway)
This is not the bug spotted by tests, but it would bite us in the back anyway.
Tests: none, as neither the demo nor tests cover this path (NYI)
Regenerate manifest to fix error about tiger.population already existing
Half the amount of tiles generated per frame so the benchmark doesn't skew our graph as much.
Spaces -> Tabs
Controller improvements and Bed cleanup
Fixed a bunch of networking issues
- Completely deterministic arc generation
- Radius variable
- Manually set projectile velocity (not the best idea)
Increase default fov
Lock the network thread when connecting
Reapply "Interop string optimizations"
This reverts commit 362c6033843710cc6eefcd034da882257c3e7d17.
Reapply "Safe string length"
This reverts commit 66e223f10778abc5c4d15d4ac9f244fd33b9c696.
Fix AVX2 not supported
Gauss ammo pickups weren't giving anything
Simplify, tidy up pickup notices
More UI cleanup
Size up nameplate instead of scaling, makes text sharper
Show nameplates for bots
clean up decal mesh collider
Eyelid skinning on more heads
Try bezier curves rather than fake physics and a dream
Fix Navmesh.DrawInEditor spawning 500 generation threads at the same time
Use Environment.ProcessorCount instead of ThreadPool.GetMaxThreads