243,199 Commits over 3,898 Days - 2.60cph!
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Added more forest foliage types
Updated SpriteTools
Transform.Position/Rotation/Scale -> WorldPosition/WorldRotation/WorldScale
Fix Progress error in CraftingStationPanel
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v_spaghellim4: added new deploy animation
Added SpriteResource.GetAnimation
Fix TilesetTool NRE when there are no layers
Fix AnimationList NRE on Hotload
Transform.Postition/Rotation/Scale -> WorldPosition/WorldRotation/WorldScale
battery and battery sled dev models, map changes, highlight for battery
Added sv_max_userinfo_rate
This is aimed at preventing malicious clients eating server CPU. It is unlikely server owners would need to touch this cvar, but just in case its there.
More strict application of GMODSandbox GDClass in Hammer
So `point_spotlight` doesn't have useless keyvalues on it.
Added "Last played date" for each server in the server browser
Invoke events
Clean up
Implement asset picker
If a picked asset is a cloud package then stick the ident in the search bar in the asset picker
Rather than going to .sbox/blablabla
Modifying a Tileset source image will instantly hotload the changes. Resolves Facepunch/sbox-spritetools#21
Added TileAtlas.ClearCache to the Clear Cache menu option
Added SpriteResource.CopyFrom
Saving sprites created from an empty editor no longer cause an error. Resolves Facepunch/sbox-spritetools#24
map updates, dev lightbulb model
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Fix crash from drawing SceneObject with an override but no mesh material, resolves Facepunch/sbox-issues#6553
Massively increased the resolution on the electric counter UI to ensure the text isnt blurry anymore.
https://files.facepunch.com/ianhenderson/1b0411b1/Unity_dKA8DoPGb3.png
Fixed dedicated server console
No api for dedicated server
Create Run-DedicatedServer.bat
Fixed couldn't connect to ip based servers
Fixed couldn't read messages from dedicated server, because we didn't think they were the host
dedicated server doesn't try to play sounds
Clamp dirty regions within terrain bounds
Explicit updates for Terrain material buffers since we're not uploading this every frame like a mad man now
TerrainMaterial.Metalness range 0.0f - 1.0f
new cookie & volumetrics on all projectors
fixed consistency between 1p and 3p
Always trigger native asset reload when files are added or deleted while in editor
- Fixes cases of error/fallbacks being used until a restart when a resource is added or a package updated.
- Deleting resources will now also update to accurately show fallbacks for most types.
Added GameObject/Component EyeDropper. Can select by clicking on an object directly or through the hierarchy. Resolves Facepunch/sbox-issues#6547
https://files.facepunch.com/CarsonKompon/2024/October/04_11-04-ChocolateXiphias.mp4
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FIxed divesite buoys from being able to spawn in on top of a player
Didn't think this would ever be a problem
Searchable tags for is a package has achievements, is vr only etc
- Adjusted Bradley spline height.
- Check how close before you enter
merge from flow_vector_field
Catapult constructable stages
Restored wheel visuals
Improved firerecoil physics
Improve cover selection and debug, fix some objects not blocking the trace
Dragging a prefab into a scene view uses the scale of the prefab. Resolves Facepunch/sbox-issues#6548
Added catapult test meshes for Flavien
Siege tower constructable tweaks
Implemented catapult art, retargeted the animations
Setup catapult constructable prefab
Fixed Interactable Prompts overlapping if you edged the interact radius
Created ItemResource and ItemPickup
Created first item with temp art/model.
Added Pickup Sounds
Added Item Storage to Inventory Component, with InventoryUI
Implemented NextDialogueCondition proper, setup basic rubert condition
Can now in-line items in dialogue with <item:id[:name]> tags
Set up Ginnie dialogue condition
corrected offset of dpv mounting bounds check
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Orientation fix on catapult
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fixed a bunch of holes in water tower LOD1 that provided peaking advantage
Box projection
tweak npc material
box project brick and floor mats
Remove log
Hole shader supports tinting
LS - changed a pallet placement in factory side room
Initial work on “constructable” entities: when deployed, we spawn a skeleton structure that needs to be hit with a hammer until its fully built. Once completed the entity is spawned
Applied this new system to the siege tower