243,392 Commits over 3,898 Days - 2.60cph!
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WIP frame scene ref target on double-click
Mute run effects for the moment
Don't look at camera in dialogue
update scene
Merge: from soundmodulator_leak
Fixing zipline NRE that my previous change caused. When not pooling, retail the modulators instead of trying to recreate them, since some scripts don't clear them properly.
Tests: rode the zipline twice on Craggy, then noclipped around the island to destroy sounds, then rode the zipline twice again - no NREs
Bugfix: don't clear modulators when not pooling, fixes zipline NRE
This was caused by my previous fix
Tests: rode the zipline twice on Craggy, then noclipped away from the island, and rode the zipline again - no NREs
More scene.ref node icon tweaks
https://files.facepunch.com/ziks/2024-09-30/HZYdyW9buu.png
WIP game object thumbnails in graphs
Refresh object thumbs when scene saved
Node icon tweaks
https://files.facepunch.com/ziks/2024-09-30/sbox-dev_6XFZEVyCvd.mp4
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merge from world_update_2
Add mirror example component, this isn't ready to be used in games, it's for us to debug rendering issues
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Expose GameObject.PlaySound, StopAllSounds to ActionGraph
Leaderboard backup, run #
14308
Copy monuments_scene from mac build server (scene bundles are not cross platform, see maps.bundle)
Set legacyDismount to false on chair.invisible.static now that dismount checks always use a capsule check even when an ignore entity isn't provided
More merge fixes, including updating the animator. RPS now fully functional
Reapply gesture code changes and fixed up gesture picker in the menu
Merge from main (stomped local changes on BasePlayer-Gestures and PlayerAnimation controller, will need to reapply changes)
Fixed positioning on fan mesh on worldmodel
Fixed worldmodel missing outline and adjusted collider size
Add a capsule check on the world layer before spawning to prevent the player from spawning inside the new cliffs
Wall slide anim
Dive does damage
Leaderboard backup, run #
14300
Set up things to use worldSpaceNear to fix orthographic rendering with tiled rendering, use depth min/max for building tiled frustums
https://imgur.com/a/tybd5Dv
WIP game object thumbnails in graphs
Refresh object thumbs when scene saved
reset pivot on divesite_plane, divesite_plane_COL and removed COL from visible prefab
Show cubemap complexity on tiled debug vis as well
https://files.facepunch.com/sampavlovic/1b2911b1/HM0UBknyYv.png
Human: lots of updates, see commit comment
• 2 walk animations & default idle poses
• Same prefab changes as Citizen
• Now accounting for limbs being slightly twisted in bindPose unlike Citizen — this 'unbiases' the constraints so there's practically no change in the resting pose
• Added constraints that slightly pivot leg_upper_X_twist1 upwards as the leg bends; this makes the lower part of thighs 'bulge up' a bit, which complements the "poor man's RBF" kneecap constraints, and improves the look at extreme bend angles (crouching, etc.)
Delete old human male.vmdl
Citizen: renamed movement process prefabs for consistency, merged neck_clothing into animconstraintlist
radioactive_water -> world_update_2
Radioactive water:
- Apply radiation from spinklers in the same way as wetness (more reliable and easily adjustable)
- Improved the abilities of TriggerRadiation (LOS Support, Height Check Support and Collider Radius Support)
- Balanced sprinkler damage
Remove ShowPredictionErrors and EntityIO from debug menu, these aren't used anymore. Add ShowPhysicsDebug there instead so it can be toggled in scene view, not suitable to put it in viewport settings
Skip empty files in upload wizard, resolves Facepunch/sbox-issues#6167
Merge: from soundmodulator_leak
Fixing an assert flood on client by hiding a check behind soundpooling switch - this restores original wonky behavior.
Tests: On Craggy, flew around the island with noclip to trigger spawning/despawning of sound entities - didn't see any assertions.
Bugfix: when sound pooling is disabled, don't validate if we own the removed modulator
Originally, it didn't check but tried to return to the pool - this change restores this aspect.
Tests: noclipped on craggy across the entire world to cause entitiy destruction - no asserts
Leaderboard backup, run #
14284
Map and texture adjustments
Set frontier hatchet to unlock via frontier hazmat
Fixed frontier hatchet missing isRedirectOf, spawning in loot pools and being craftable
Set up redirect skin for blunderbuss, unlocks via frontier hazmat
Leaderboard backup, run #
14277
If Graphics.RenderTarget is not overriden, let it return the actual output rendertarget so you can fetch MSAA textures without copy ( you're going to shoot your own balls using this if you dont know what you're doing )
Tiled Frustums
Start moving tiled_light_culling to use frusta
Iterate frustum tiled culling
Near/far tiled frustum planes
Very simple ConeIntersect and AABBIntersect