238,093 Commits over 3,837 Days - 2.59cph!
Replaced all of the loot panels that get run with S2P in the LootPanels scene with their prefab version
S2P no longer processes any UI prefabs
v_mp5: various changes, see commit comments
• 'b_deploy' is now 'b_deploy_skip' and has the opposite behaviour
• reworked knob manager logic to work around the unfortunate fact that animgraph has a 1-tick delay on properly reading tags 😭
• reworked sprint pose manager logic so that the graph doesn't always start in an on-off pose transition
• updated idle pose to take less screen space
• fixed idle pose having a 0.1 degree rotation offset on the camera & having wrong frame count
• small improvements to reload animations
- DPV is now a deployable
- Added a basic DPV script that inherits from BaseMountable, currently does nothing
- DPV models now face Z forward
- Added DPV fuel storage entity, not yet functional
- Test map edit for DPV dev
Fixed buoyancy "save point data" not working if the points only moved, but didn't change
Add progress of how many monuments are left when running S2P on every single monument
Implement running PreProcess at runtime on each prefab in the scene
Add support for shared scenes that have client + server components in them
- avoids adding complexity of running preprocess at build time to first release
- handles editor only spawning a single monument
- keep support for client only & server only scenes
- default to only building shared scenes rather than individual client & server scenes
- run preprocess at runtime for shared scenes instead of during build
- internally refered to as "generic" scenes because "shared" is easy to mix up with "server"
Cherry pick
98396, fixes weather errors in editor on my test map
Output both scenes when running Scene2Prefab/Update All as well as the prefab
Mark more components as [MapGeneration]
Cherry pick
98470 for scene stats
Reconvert and remove MaterialSetup on various prefabs that conflicted with the last merge
Implement spawning in a scene when a monument's prefab is spawned in the world
- async loads the scene
- supports multiple scenes with same name loading at once
- unloads the scene when the monument's prefab is destroyed
- keep track of both server & client version of the prefab
Add /MemoryCaptures to ignore.conf
Revert arctic hazmat to old version without skin tests
Disable hand mesh rendering on arctic, diving suit, lumberjack, nomad, spacesuit, twitch and vanilla hazmat suits
Add an empty check to the skin lists in SetSkinData
Added an awful developer model
Fixed graphics.collapseRendererLOD getting set to false every launch
Setup vendor fronts properly
Tag more components as [MapGeneration]
Allow MapGeneration to overwrite delete status (to delete MaterialSetup)
Update manifest and ID, and materials after the rename
Automatically enable scene output mode if the scene represents a monument
- only enable it when running Scene2Prefab/Update All
Add ScenePrefab before removing components from output prefab
Fix compile errors
Rename 'UW Skidoo' to 'DPV' (Diver Propulsion Vehicle) part 2 (Plastic won't allow renaming files inside a folder that's also being renamed at the same time)
Rename 'UW Skidoo' to 'DPV' (Diver Propulsion Vehicle)
Add an icon for the watercraft
Fixed industrial conveyor filter number fields scrolling when the player uses the scroll wheel on them
Rewrote vending front
Fixed collision issues
Broke RPC somehow
Fixed sofa, card table, and chippy arcade machine being set to isMobile true, needlessly running the vehicle tick. Fixed DoPrepare automatically setting all vehicles to IsMobile true.
Allow permenantly deleting twitch drops from the in-game inventory UI
thumb_up
20
thumb_down
13
Model/Textures/Materials and prefab setup
Model physics automatically inherits bone transform velocity so switching to ragdoll isn't stuck in the last pose https://files.facepunch.com/layla/1b0511b1/sbox_WLc97vrkvJ.mp4
Remove cloth code from sceneanimatableobject, we were also creating a physics world per animated object for it
more narrow plank track pieces, tutorial map
Redone how muzzle flashes work
plank walls, blend file updates
unsaved tutorial map, narrow plank pieces
Don't run SceneNetworkUpdate when network system instance is null
added ejectionport_gas fx