241,477 Commits over 3,867 Days - 2.60cph!
Nuked Core backend + small reorg in shader folder
added marble_a_hs
tweaked mat for stone_trim
Handle TypeInitializationException during UpdateReferencesInType more cleanly
Tag ILHotload exceptions with `fast-hotload`
Added IHotloadManaged.Failed(), called when an instance couldn't be upgraded
IHotloadManaged tests
Basic console filtering
Highlight matches
https://files.facepunch.com/alexguthrie/1b0911b1/sbox-dev_RpdUULtu5w.mp4
WIP: Impact and Scrapes (#1072)
* strip impact sound stuff from native
* put it in c# commented out for implementation there later
* Strip CPhysSurfacePropertiesSoundNames
* Add GetFrictionNotifications() to IPhysicsWorld
* Add FrictionEvent, call c# with friction notifications
* Add OnFrictionEvent c# side, add some log for test
* Add GetFrictionNotifications override to CPhysicsWorld. put note to call shutdownfrictionsounds in entity InternalDestruct for later
* Start re-impl impacts in c#
* Remove some logs, ensure impact sound plays from body position
* Strip m_audioParams / CPhysSurfacePropertiesAudio
* Add ScrapeRough/ScrapeSmooth to Surface sound def, add RoughnessFactor and RoughThreshold
* Reorganize code + implement friction sounds in theory
* Call StopFrictionSounds in entity destruct
* Add friction sound to list.... some debug logs...
* Reverse MathX.approach params (it was this way in native :S)
* Add some stuff to entity similar to StartTouch/Touch/EndTouch but for scrapes - revise later
* Use ScrapeEvent incase we need to add/change params later
* Call it ScrapeEventData like CollisionEventData and move it out of Entity
* Fix access violation
* Test
* Remove ScrapeEvent / Entity.Start/EndScrape stuff for now we can look at that later
Don't sample ripples on shader if not using water entity
Image loader creates textures for multiple frames if they exist. Whitelist gif and webp. Swap out texture handles for the current frame. https://files.facepunch.com/layla/1b0711b1/sbox-dev_rCZwXFIzD1.mp4
Make Texture.Animation a class not a struct
Add super simple ui test that shows an animated image
Remove texture animation from list when texture isn't being used anymore
Make sure frame texture strong handles are destroyed
ImageAnimation -> AnimatedImages
Default 100 ms frame time when not frame timings available
Work in progress main menu
More work on main menu navigation, breadcrumbs, page transitions, footer content
Add stub pages
Start restyling ship select
Temp load screen
set up basic play and quit options
loading information
few more input action api updates
Loading screen changes, added package cards to compete screen to pick a map. https://files.facepunch.com/devultj/1b0911b1/sbox-dev_HKDZhTmf92.mp4
New Main Menu
Work in progress main menu
More work on main menu navigation, breadcrumbs, page transitions, footer content
Add stub pages
Start restyling ship select
Temp load screen
set up basic play and quit options
loading information
few more input action api updates
Loading screen changes, added package cards to compete screen to pick a map. https://files.facepunch.com/devultj/1b0911b1/sbox-dev_HKDZhTmf92.mp4
Loading screen changes, added package cards to compete screen to pick a map. https://files.facepunch.com/devultj/1b0911b1/sbox-dev_HKDZhTmf92.mp4
Only do ClassFileLocation errors if we're doing a full code gen
Working on fixing pelvis offset troubles and fixing the jitter at initial spawn
Add r_dynamic_reflections_draw_everything for debug visualization, ignores object gathering filters when setting up dynamic reflections pass and draws reflections of all objects capable of it
Fix toggleability of SSR in shaders
Better way to do r_dynamic_reflections_draw_everything
exported new bear canter anim
few more input action api updates
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Arena design flank test, can flank from cover as an option.
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miniboss healthbars
miniboss spiker
fix shield on client restart
miniboss spiker tweaks
zapper miniboss tweaks
miniboss runner healthbar
Refactor video read thread
merge from ferry_terminal
Remove unused functions from video player provider
Steamworks SDK 1.57
Add GetAuthTicketForWebApiAsync
Forgot to update a few steam_api.dll and steam_api64.dll
GameServerTest.BeginAuthSession fix
InventoryTest.GetExchanges fix
InventoryTest.GetExchanges fix
GameServerTest.BeginAuthSession fix
Forgot to update a few steam_api.dll and steam_api64.dll
Add GetAuthTicketForWebApiAsync
Leaderboard backup, run #3601
[StyleSheet] should complain if empty and no classFileLocation
ClassFileLocation generation works when relative paths are provided (ie when publish compile)
Basic settings page
Bit of scss cleanup
Style tweaks
Fixed arm positions not being set. Some bones were null, and blocking subsequent ones from being set.
If corpse is an old-style corpse, still spawn it at the player's centre point instead of at their feet. + some debug tidy-up
New system to handle the server having no info on the position of a player's limbs:
- Server saves a player's PlayerFlags just before death resets them, and passes them into the corpse.
- PlayerCorpse looks at them and infers whether they should be standing, crawling, sleeping etc.
- Corpse then selects from a set of new scriptableobjects storing bone position data, and copies that bone data into the new ragdoll, getting the server's ragdoll starting position much closer to what will most likely be happening on the client.
Add ability for the torch to have a turn on/off animation instead of just playing the deploy animation
Corpse prefab bone structure fixes
set up basic play and quit options
Should convert all renderers of prefabs, such as reflections
Start restyling ship select