243,394 Commits over 3,898 Days - 2.60cph!
Move Editor Controls to Controls folder
Clean up some tile control styling
Added SelectedTile to Tileset Editor. Can select from list.
Deleted tiles show as ghost tiles, selected tile is highlighted and is a different colour.
Can click on Tile Gizmo to select it, right click to delete. Deleting selected tile will select first tile it can.
Clicking on ghost tile creates tile at that position. Make necessary fixes to allow swapping out sheets
https://files.facepunch.com/CarsonKompon/2024/July/26_12-06-NextMealworm.mp4
Stick verbose network files messages behind 'debug_network_files' convar, print elapsed time Facepunch/sbox-issues#5912
Fixed the wire deployment DDraw lines ghosting (applied the same fix to the WireTool)
player update. sks set up
Tweaked the deploy volumes to allow closer placement from other deployables
Improved wire through walls checks
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Make sure directory tree exists when downloading from server
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Updated office_ceiling_light_b texture resolution
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Distributing dismount points across ragdoll bones for more reliable dismount without offset issues
code review changes
- client state initialized from networked parent entityref
- removed some redundant client flag setting
- eye positions levels out after ragdolling ends
added shoal fish to env_fish on main camera and tweaked numbers and values of all fish
Organized Editor folder and made LabelTextEntry agnostic with OnStopEditing action
Add Name to TileResource.Tile
Fix not used warning
Add EmptyValue to LabelTextEntry
Add PixmapCache for creating cropped pixmaps from textures
Use PixmapCache in SpriteEditor
Created TileListControl and TileControl for TilesetEditor. Shows list of all created tiles. Shows preview icon. Can be renamed/reordered/ect.
https://files.facepunch.com/CarsonKompon/2024/July/26_10-38-TrickyHellbender.mp4
Limit flex counts to 1k to avoid crashing
There will be a warning when the limit is hit now.
UI: Do not render invalid texture background images
Fix missing map select button
Added two storey ruin variants. First pass of jungle ruin level assembly,
Autoswitch to game tab when going into playmode again (oops)
TrailRenderer, SceneTrailObject, ParticleTrailRenderer
Expose BlendMode
Move D_BLENDMODE to common/blendmode.hlsl - so we can pull it into other shaders easy
SceneLineObject supports texture + uvs
exported wolf run 180 turn left to run rm and wolf attack 1 rm anims
Updated office_ceiling_light_b Model and Prefab
Added New Textures and Materials for office_ceiling_light_b
More hill cliff progress
Made all hill cliffs 10% flatter
fixed no cliffs spawning below zero in test level
Undo flexcontroller changes to see if they cause the crashes
Limit flex counts to 1k to avoid crashing
There will be a warning when the limit is hit now.
Undo flexcontroller changes to see if they cause the crashes
Limit flex counts to 1k to avoid crashing
There will be a warning when the limit is hit now.
Update to Boomerang Textures
Update to Boomerang Material and Mesh
Disallow np2 textures, crashes the DXT compressor we use, plus disables mips etc.
CRenderDeviceBase::AsyncSetTextureData2: Fix nullptr crash with invalid rects
Don't completely fail to start with an invalid controller plugged in, needs to be properly fixed in C++ though
Allow changing tracer particles in ShootWeaponComponent
Also means they'll get loaded earlier to avoid stutter
removed crustaceans material and replaced all instances of it with barnacles material,
Don't set active scene on tab hover but still do gizmo hover interactions, drag drop etc. Avoid needing awkward 2nd input, Facepunch/sbox-issues#5728
Use same asset picker size/location cookie regardless of what control created it
Get rid of special case map picker
Protection values again, forgot to CTRL+S last time
Elevators can now trigger the tin can alarm, because why not
fixed some oddities with ore nodes by not using certain topologies (alt/cluster)
WIP AO to Lighting - DONT USE THIS YET
Updated protection values
Reference package.base from libraries when publishing
Fixes Facepunch/sbox-issues#5899
Cherry picked Remove topology for monuments
Cache versioned packages separately
AssertNoGraphErrorsInScene: assert downloaded package version
Package.FetchAsync: allow fetching specific version
Vendor Restock Changes -> Main
Upped starting stock to 20