243,395 Commits over 3,898 Days - 2.60cph!
Get rid of cloud browser chips, move facets next to search bar
Remove DropDown widget I added and roll facet dropdown into its own widget, simpler
Initial tabbed asset picker w/ both local and cloud assets
https://files.facepunch.com/alexguthrie/1b2711b1/sbox-dev_WENJnEwfYb.png
Facet dropdown cleanup
Only select 1 entry per facet, display selected name and icon in dropdown
https://files.facepunch.com/alexguthrie/1b2711b1/sbox-dev_AueEMTPu9O.png
non-linear flow scaling, with further tuning
Update these to check the new cloud path
Logging non vs versioned idents as a conflicting version is dramatic and actually I don't care, we'll use the versioned one anyway
add separate transition curves for different ocean override parameter groups
Replace .source2/ with .sbox/
Revert "Redownload package manifests if they're dodgy instead of breaking a download"
This reverts commit 4ea8058ad72c4c3a9c9d2c29e0c76f78d1a9edcc.
Added Water Footsteps/Particles
merge from world_update_2
Make sure we've got the right package version installed, update if not
Bin global tools package cache, replace with per-project store
Redownload package manifests if they're dodgy instead of breaking a download
Fix pinned version # getting dropped when installing package
Prevent trying to install different versions of the same package
Add manual cloud asset updating
Update asset package refs when updating dependency, fix when broken (yuck)
Basic 'in project' filter for installed cloud assets, show as asset location
Check revision matches when we're checking for an installed package at a specific #
Don't redownload a package we've already got installed
Catch possible NRE
This isn't needed anymore
Add .source2/ to gitignore template
If package is on disk just use asset directly when dragging into scene
Update existing refs in GameResources when updating package
Normal GameResource processor uses versioned idents too
Consistently sort reference lists alphabetically so diffs aren't so mental to read
Only update references inside project assets folder
Avoid walking into a LoadResource exception, we don't really care that much
Differentiate between persistent and preview contexts when fetching cloud assets, only update references for persistent installs
Show remote/latest version info, incl version id, in PackagePopup
Merge from underwaterlights (max depth darkness toned down)
Tuned max depth darkness down further.
caves - need another pass to finish with overhang rock in some scenes
Ensure upper bound clamp of the method version of AfterProtection is set to a large enough value so the value doesnt incorrectly clamp to the radiaition amount itself
Fix player not always jumping out of a dive when pressing space
Added Dive/Slide particles
Made it so you can't cancel a Dive mid-air
Added short Hop when left clicking while sliding from a dive
Diving into a jump pad will cancel the dive. Sliding to a halt will cause you to exit the sliding state
turn off shooters in playground
deleted unused concrete_barrier material generated from fbx import and changed barricade_concrete and barricade_concrete_gibs fbx material import to embed then linked existing correct materials
LookAt Component with axis lock
Fix Pause Menu not being able to unpause properly
Fix WallJump making you jump a nearby wall when grounded
Improved the wall slide and fixed Ability.HasGravity
Added wall slide particles (will look a lot better once there's an anim)
Remove some logs
Exit running state when running into a wall
Update: Audio RPC codegen
Missed in my previous commit - support for audio.enablesoundpooling.
Tests: enabled the switch at runtime, produced assertions (expected)
Update: RPC Codegen
Somehow missed it despite generating previously.
Tests: validated that I can dynamically switch it(even if it triggers my asserts - it's intentional)
cliff_hills_large_e tighter anchors to fix terrain holes
Cliff_tall_d fixed terrain holes
sbox charm added, pixel charm removed
Merge from underwaterlights
Falloff tweaks. Brighter shallows.
added wood_a2 blend + cardboardbox updates
Fixed Facepunch/sbox-issues#6518
Ensure vendor grabs correct direction for peek
Merge: from soundmodulator_leak
Workarounds the AudioAmbience NREs by disabling pooling (audio.enablesoundpooling).
Tests: on Craggy shot up 20 scientists, rode a horse, cut down trees, placed 100 barricades - no uptick in pooling of sound modulators in telemetry. No old NREs triggered.
Merge from underwaterlights
Merge: from main
Tests: none
merge from world_update_2
scaling flow forces with shore distance (needs more tuning)
Update: Add console switch to enable sound pooling
- Disabled by default while I'm investigating ongoing NREs in the area
Tests: spawned 20 scientists and killed them. Ran around placing 100 barricades. Cut down 2 trees. Telemetry showed no pooled sound modulators.
Travelling vendor calculates the correct starting distance
edited blunderbuss viewmodel animations to prevent the shoulder clipping into view because the FOV and positioning of the gun was changed.
Tin can alarms can no longer be picked up without building privileges
world_update_2 -> main (print statement was annoying!)
Removed spammy debug print statement
radioactive_water -> world_update_2
Bubble up rads called on server only