240,759 Commits over 3,867 Days - 2.59cph!
Skinning knife
- viewmodel model rotated (to play ball with burstcloth setup), rigged and skinned
- worldmodel model rotated, rigged and skinned
- set up have physics on tie rope, updates to all of its prefabs
fixed deploying box ontop of storage barrel
Scene2prefab on all monuments that contain underground entrances, this should fix remaining broken materials
Fixed some objects not receiving shadows on mirror reflection
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Fixed shadows missing on Shadow Quality = 1
Don't append a / to bansServerEndpoint if it ends with = so endpoints can use query strings instead
Fix spawnmenu Lua errors when using gm_spawn directly
Add retry logic to the companion server initialization
Add app.retry_initialize console command to re-run the companion server initialization if it failed before
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Fixed wanted poster sketch NRE and not re-appearing after being out of client range
Layouts for poster2 and 3.
SketchOverlay mask changes.
merge from ammo_count_in_chests
Fixed light leaks in another stairwell piece
Temp VM/setup and somme placement setup work.
Fixed SERVER compile errors
metal_trim_02 + wood_trim_polished and all associated blends
Adjust bone scales in small hunting trophy so playermodel heads bounds are the correct scale
Fix player controller body pitching
Add BaseComponent.OnComponentActivated, OnComponentDeactivated
CharacterController obeys IgnoreLayers
ParticleSystem checks control points are valid before using them
Trigger test scene
Update Facepunch.ActionGraphs
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Copied over WIP action graph editor
WIP dynamic action graph nodes
OnShoot example in TurretComponent
Node error messages, GetRelevantNodes, property get / set
Let TurretComponent.OnShoot handle setting the velocity
HandleConfigs
Tweak how properties appear in node creation menu
Fixed getting relevant nodes for signals
WIP property panel in action graph editor
Constant node drawing tweaks
Small action graph editor fixes
Error list panel
https://files.facepunch.com/ziks/2023-10-12/sbox-dev_75o6iDzzHZ.png
Fix error when clearing links
Stack trace integration for exceptions thrown by action jigs
Field get / set, sort nodes better
Instance method nodes
Type selection drop down
Fleshed out type selector, now checks constraints
Pure attribute for some things that should be expression nodes
Comment nodes
Node display tweaks
Icon fixes
Rerouting and other fixes
Error list title fix
Action link pulsing in editor
Jig -> Graph
Editor.ActionGraphs -> Editor.ActionGraph
To match Editor.ShaderGraph
Start on undo / redo
Reference Facepunch.ActionJigs, NodeGraph refactor
Allow references to Facepunch.ActionJigs in editor code
More plumbing for action editing
Updated ActionJigs
Some more node types
Support deserializing system types if TypeLibrary is okay with them
Error messages in node tool tips
Added GraphView.GetRelevantNodes
Node graph HandleConfig refactor
Allow arbitrary nesting in node creation context menu
Default handle color tweak
Update Facepunch.ActionJigs
Hotload: fix before / after constraints on upgrader ordering
TypeLibrary.GetSerializedObject overload accepting a getter
Add [Flags] to DockProperty
Constant nodes
Node interface tweaks
Update() node UI after Layout() calls
Update ActionJigs
Try to get nodes to redraw on change
Post-rebase fixes I missed
Updated Facepunch.ActionJigs
GraphView.CenterOnSelection
Allow custom exception stack trace inspectors
Update Facepunch.ActionJigs
Update Facepunch.ActionJigs
Null literal node
Can get / set fields with nodes
INode.CanClone, CanRemove
Post-rebase fixes
Update ActionJigs, expose some more reflection info
Some more nodes
Support for comment nodes in Action graphs
Skip HideInEditor properties in ControlSheets
Action node display tweaks
PlugIn respects ShowLabel
Rerouting fixes
Fixed handle config names for generic types
Action link pulsing in editor
Json ignore / hide ShaderNode.DisplayInfo
Dynamically size input / output plugs
Fix updating plug types in shader graph
Fix not being able to drop on a reroute node
Fixed ActionJig test
Put ActionJigDebugger in its own file
Jig -> Graph
Update Facepunch.ActionGraphs
Failing to create hull or mesh will still add a valid shape (insignificant sphere)
Define IZ_UNITS_PER_METER in engine2
Fixed mirror PlanarReflectionCamera NRE
Fixed mirror not reflecting player in standalone
Remove deleted bodies and shapes from m_CollisionEvents
Fixed broken env volume in train tunnel slopes
Docs for ProjectedDecalSceneObject
Ignore world by looking for world tag, instead of entity == 0 (because it's always 0 in scene system)
Trigger ignore if both have no touch events - not just one
Fill out the ContactEnd struct
Add PhysicsShape.Collider object
Set skinning knife up for all weapon racks.
merge from base_decor_DLC
merge from cinematic_bypass_procedural_spawn
merge from fish_trap_item_filter
More debug stuff.
UI lerp speed tweak.
Skinning knife T1
Skinning knife no longer default
Skinning knife crafting cost pass
rocking chair 2 extra variants
pushed the paint color to a mask to allow different colors
Slightly relaxed bathtub planter volumes - easier to place in a 1x1
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Added preprocessor directive to render tool
Let cache have an option to auto update.
Cinematic 4k Textures/Materials for:
-HuntingTrophy_Fish
-HuntingTrophy_Large
-HuntingTrophy_Small