240,146 Commits over 3,837 Days - 2.61cph!
Don't try to to build path from empty dependency string for a VPC Makefile dependency
Cupertino: Cleanup source_posix_base, update SDK versions and build settings for macOS, just use latest SDK version, target Sonoma, don't use 10 year old tools for cc
chmod +x on vpc_script bash scripts
Cupertino: ISO C++20 Fixes
Update .gitignore and build scripts, fix permission on antlr, some small code fixes
Node grouping tweaks
More node list tweaks
https://files.facepunch.com/ziks/2024-02-08/sbox-dev_gRcj5bOB44.mp4
Implicit conversion from ObsoleteAttribute to ValidationMessage
Terrain tool selection
Splatting tool & compute shader, balances weights automatically
Artist defined splats (albedo, normal, roughness, more is probably overkill) - use summed control map
Nicer brush defaults
Don't use VirtualWidgets for terrain tool selection, they're the most simple buttons + tooltips
Better behaved brush preview, don't destroy/create every frame, can destroy on disable or invalid tool
more normal normals
default first layer for any missing weight
Terrible performing Texture -> Pixmap, but only because of GetPixels on a 4k texture
Add adjusting camera speed with mouse wheel in editor first person camera
Make Hud PanelComponent - fix Lobby UI
Initial work to convert vmap to scene
Merge from main/map_entity_load_fix
Fix for trying to call "Kill" on entities that haven't called "Spawn" (seems to have gotten lost in the last revert / restore / retry cycle)
Actually create the meal output items
updated diesel_collectable prefab
Fixed situations like chicken kebabs vs. mixed kebabs. Doing some fairly advanced filtering now.
Harbor2 scene hierarchy cleanup
baked to mesh vertex paint grounds LOD0
S2P
subtract map_entity_load_fix
Leaderboard backup, run #9460
Actually convert ingredients to meals
Potential fix for NRE's in SendUpdatedInventoryInternal
Oops, needs the .translated
Revert accidental MenuUI commit
Grenade arc visualiser starts at the viewmodel hand rather than the camera position (centre of screen)
Improved handling when throwing through narrow slots (use a raycast with thickness to tru and account for the size of the physics object)
Improved visual look
Fix unassigned fuel grid + other bits
Stop inheriting from furnace stuff, we're moving too far away from it. Let's do our own thing so we can go our own way more easily.
Rooms connect but closest face isn't working correctly
ActionGraph, ShaderGraph: store view in cookie per-asset
Can create component properties from within the Action Graph editor
https://files.facepunch.com/ziks/2024-02-08/devenv_AN2eN6L2BR.mp4
Add faces to square foundation and triangle floor
Fix some operator display info
Operator node definition tweaks
Break out the tea bufs and the poison side effect into separate UI elements in the inventory and the health bar vitals
Defined all 13 meals and their ingredients in a scriptableobject. Grouped all fruits/veges/meat/fish. Edited and created a few new meal combos.
Ok seems to finally connect faces of walls & floors correctly
WIP poisoning - if a player has more than three teas active they get a negative poison effect
Currently triggers a screen post effect and slowly ticks down both hydration and calories
Kicks in at 30% effectiveness when at 3 concurrent teas, 100% effectiveness at 6 teas
Add try catch to ControlObjectWidget so we don't break inspector with incompatible classes
Simplifying. Let's make the cooking devices more similar to the furnaces
Cascade tag changes to ModelPhysics body shapes
Trying to identify what faces can connect before sockets are connected doesn't quite work
Merge SeatClipInfoChanges -> Main
More info for the SeatClipInfo going to Sentry
Exclude the most common triggers for SeatClipInfo
Enter name when creating method out of nodes
Some safety when splicing a subgraph
Use CodeEditor.OpenFile() when double-clicking nodes
https://files.facepunch.com/ziks/2024-02-07/devenv_u7cl3d2Gzu.mp4
Made DynamicSceneObject not use CMeshBuilder2 (really was no need)
Add LineStrip , LineStripWithAdjacency
Allow RENDER_PRIM_LINE_STRIP_WITH_ADJACENCY