250,300 Commits over 3,959 Days - 2.63cph!
Prevent crash with SimpleVehicleVisuals should the visual wheels be missing
Have wolves look at the player head instead of the player's crotch
Update Facepunch.XR and defs to 24b8e70e5c89d04b3f42d8b022bf97e05b82349f, adds check for headset/runtime availablity
VR initialization changes - always load VR extensions if there's a runtime and headset available, so we can init mid-session
Editor: Make ToggleSwitch look nicer
Add toggle switch in editor for VR
https://files.facepunch.com/alexguthrie/1b0711b1/sbox-dev_k3x5LXNKca.png
WIP simplify serialization, get ready for directly reusable graphs
sculpture serialization
- added FileStorage type for sculpture data (lz4 compressed)
- changed sculpting data flow so changes are made on the server and then retrieved by the client
Optim: Avoid allocations when generating method names
- Also cleaned up a couple TODOs
- Added extra logging to track stages of export progress
Getting very close to completing all outstanding TODOs
Tests: exported craggy and checked scope names in perfetto
Various grenade launcher improvements.
RWTextureCubeArray doesnt exist, should just be a RWTexture2DArray
[pick] Fix sampletexture_bicubic (is anything using it)?
[pick] Fog.hlsl cant be sampled from compute shaders in compute shaders that also ref lighting.fxc
Categorize Create Asset menu, can create code files, add templates for compute, material, unlit shaders
Use GameResource.Category in New Asset menu
Give built in resources categories too, merge with gameresources
Create templates for c# empty, component, razor code files and compute, material, unlit shaders
Fix viewmodel errors
Rebuild manifest
Fix some compiled assets wrongly being hidden, Facepunch/sbox-issues#6814
particle.rework additions
Siege tower:
- Removed old siege tower models
- Setup new detailed colliders on siege tower entity (not finished yet)~
- Setup correct materials for a bunch of places on siege tower. Wood was metal and metal was wood
prepared prefabs
created ironsights in .viewmodel and set to use, also set swap arrows script to 0 & not active (to remove errors)
renamed fbxs
Main menu - home page redesign
explosion.medium rework wip
Box transparency and noPadding
Box styles, hub tweaks
Update: add cross-frame stitching of torn scopes
Tests: snapshotted craggy, loaded in perfetto
renaming - added underscore and renamed .viewmodel as missed
Renamed '4 shot mini crossbow' to 'mini crossbow'
Unground the player just before we are too far away
Falling platform
Fixed handle towing visuals nre when joining into a map with removed siege weapons
setting up 4shot crossbow viewmodel
Setup crossbow world model
- Setup colliders and alignment
Move all ambient occlusion sampling to AmbientOcclusion.hlsl, bindless sampling
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Changed world model to be blockout
Ballista ammo models
Reduced ballista recoil
Cloud browser: maintain location query when searching, clear facet selection with sidebar shortcut
Remove unused folder node logic for cloud locations
Skip dropdowns for facets included in the base/location query
Update: offloading snapshot export to a task thread
- Stopped exporting binary snapshot, and left a comment explaining why it's not in use (but not deleted)
- Only export compressed json (saves a bit of time on iteration)
Hope is to reduce stutter, but my tests in editor show that it's inconsistent (it's less, but for some reason main thread has frames that somtimes seem to wait for worker thread to finish - need to investigate)
Tests: exported snapshot from craggy, unzipped and loaded in perfetto
- placeholder 3p anims
- placeholder worldmodel
- override controller
- entity setup
ammo blockouts for ballista
Bugfix: exclude 'length' bytes from content end offset
Tests: none, trivial change
Update: Add support to export snapshot as a binary blob
- Also emitting compressed version of json and bin snapshots
- Minor code reorganization + TODOs
Surprisingly, despite tighter binary format, it compressed to a larger size than compressed json
Tests: loaded compressed snapshot to perfetto. Didn't trest the binary as it doesn't have any readers yet, so it's untested
Use error model for sceneobject when model has no valid render meshes
Do the same for scenemodel
If we grab a crumbling platform and it breaks detach the grab
Remove logs