243,202 Commits over 3,898 Days - 2.60cph!
Fix wolves dying when they see a prey before the navmesh is built
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merge from store-ui-frontiersman
Frontiersman store page localization fixes
Further reduce ore count density by 15% to match release values
VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore
Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix light fog strength
Put fog mode in it's own category and add nice icons to them
https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png
Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants, remove bRenderFogClipmaps for
LightBinner::InitFromParent and disable fog shadows
Make sure this is properly inlined to never trash cache
Make fog lights buffer persistent with the volumetric fog's lifetime
Fix error spam about animator param not found
Update: DPV stops all sounds when no longer simulating
In theory, there were edge cases where previously it was possible that some sounds would not be cleaned up.
Tests: rode the DPV, jumped off at various points, picked it up and redeployed. Noclipped around the area
Update: MovementSounds releases sound resources on disable
- Also got rid of IOnParentDestroying implementation - it's handled by OnDisable now
Tests: ran in water. Killed self mid run to test onDisable - all good
Update: Minigun and Fishing Rod drop their sounds on destroy/cleanup
Tests: Spooled up and fired the minigun with switching in between. Fished with switching at various stages(holding, throwing, fish catching, fish pulling).
Bugfix: Ignore sound fadeout requests on retired sounds
Because sound is a shared-ownership resource and we have scenarios where owners don't know that the sound sometimes has been retired, we need to be a bit more permissive with existing cleanup logic.
Tests: Had a fish bite with the fishing rod, started pulling then switched over to a different item, then tried fishing again - with sound pooling this would sometimes throw, but not anymore. Confirmed with audio logs that bad scenario did happen but didn't fail.
GameObject,GetBounds() works with MeshComponent
Mesh component center origin restores child transforms
Fix scene.get embedded nodes for non-target inputs
https://files.facepunch.com/ziks/2024-10-02/sbox-dev_FG2liuGeku.mp4
Fixed broken collision mesh for rock_formation_huge_c
Add all properties of mesh component to sheet, filter the ones we don't want
Reverted recent godrock changes to fix terrain gaps
let dpv be picked up with fuel and give you the fuel if you do
Bradley logs wrapped in unity editor checks
LightBinner::InitFromParent and disable fog shadows
Tweak operator node sizes to match input count
https://files.facepunch.com/ziks/2024-10-02/sbox-dev_Nv5hjvflDz.png
Clean up resource.ref / scene.ref node titles / descriptions
https://files.facepunch.com/ziks/2024-10-02/zZzwIo8N8R.png
using parallel call to populate water flow from shore vectors
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not serializing flowmap, we can just generate it on load
Bugfix: AmbienceEmitter now drops occlusion modulator on fade-out
Tests: noclipped around Craggy with audio recycling logs on - no NREs
merge from world_update_2
bucket with no lid vmdl added
added additional checks to dpv mounting to make it harder to get stuck
Use EditorWindow for FileDialog parent here, fixes component type selector crash
Disable underwater blur when using underwater_cinematic convar
Added prop opffset support when holding a left hand dominant entity
Leaderboard backup, run #
14356
Refactor held entity aim settings so we can toggle which is the dominant and non dominant hand (to support left hand parented weapons like bows)
Added option to only apply hand aiming while in ADS
Rebuild manifest, includes missing cliff rocks