250,257 Commits over 3,959 Days - 2.63cph!
Add Package.ThumbTall and Package.ThumbWide
Fix button href debug
Player feed
Reduce wolf population and pack size to 3, until we find a way to make DensityPopulation spawn packs without having to increase the density
Fix NRE in trigger rework
Add DateTime.Humanize(), TimeSpan.Humanize()
Add number.ToMetric() (1100 to 1.1k)
Fix clicking packagecard title opening website
Fix settingspage button heights
Leaderboard backup, run #
15293
Refactor crosshair, no more razor
Hitmarkers, kill markers re-implementation
Tile bounds now only match the input geometries bounds on the z axis.
Use physiscsworld instead of navmesh to determine agent Z position
Improve tiling properties docs
Fix navmesh editor auto update
Remove useless recast config
Remove unused navmesh triangle code
Latest services api
Expose news api in Sandbox.Services.News
Add MenuUtility.GetPlayerFeed( take )
Add apis to get notification counts, mark read, get array of latest notifications
Don't return a success status from the position generator as we don't project on nav anymore, so it'll always succeed
Fix target check that was inverted after refactoring target getter
Prevent player dismounting from temp ragdoll mountable
Add get feed to api
Update packages
Move notifications
Add INotificationService
Add INewsApi
Fix not marking notifications as read
Remove unused RequireComponent attribute since components are now cached in the base state class
Use sense component member functions instead of magic extension functions to get or set the target
This makes the API more consistent
Remove some state local references to components that are no longer needed since references are now kept in the parent state class
Reduce memory allocations in PhysicsShape::GetTriangulation
Runs around 35% faster with the changes in my use case (1100μs avg -> 700μs avg)
Improve & Optimize Tiled Navmesh Debug Draw
https://files.facepunch.com/lolleko/1b0911b1/sbox-dev_w9mTXjsyWd.jpg
Fix PhysicsBody.IsTouching returning too early
Fix touching colliders only being added to triggers
Add PhysicsBody.IsTouching( body )
Rework triggers to check for exit events at the end of physics step, should be more reliable than ref counting touch events
Reduced the limbs rdrag and added bounciness
Added a seat in the catapult basket that players can mount
Firing will launch any mounted player
Catapulted players are put in temporary ragdoll mode
Added an orientation debug gizmo to the parent nested prefab.
40mm size a little bit up again. Fully realistic size too small.
Make transform between tile world and voxel space more explicit
Improved namvesh debug drawing
Fix removing br in news posts
Tweak how ratings work, fix particles
Move HasAssetLicense to PackageType
Keep news post counts kind of updated
Leaderboard backup, run #
15269
Map Updates
https://files.facepunch.com/daniel/1b0911b1/sbox-dev_MIOeMMuPT9.jpg
Kapok tree greybox and swinging vine greybox
Fixed a crash when adding/removing a lot of slacked points to a wire
Fixed a wire length calculation when adding and removing a lot of points
Native arrays allocation optim
More particle system changes from CS:GO
Endcap particle stuff.
New parameters for all operators:
"operator fade oscillate", "operator time offset seed", "operator time offset min"/max, "operator time scale seed", "operator time scale min"/max, "operator time strength random scale max", "operator strength scale seed", "operator strength random scale min"/max, "operator end cap state"
Particle intitializer updates from CS:GO
"scale cp (distance/speed/local speed)" for C_INIT_CreateWithinSphere
"randomly_flip_direction" for C_INIT_RandomRotationSpeed and C_INIT_RandomRotation
"shuffle" and "linear" for C_INIT_RandomSequence
"use particle count instead of time" for C_INIT_PositionWarp
"Use sequential CP pairs between start and end point" and "Save Offset" for C_INIT_CreateSequentialPath
"collide with water" for C_INIT_LifespanFromVelocity
Internal changes to certain particle initializers from CS:GO
Added "Lerp EndCap Scalar" and "Lerp EndCap Vector" Ops
New options for rope particle renderer
"texture_offset", "scale CP start", "scale texture by CP distance", "scale scroll by CP distance", "scale scroll by CP distance", "scale offset by CP distance"
Re-applied the PlayerAnimation animator changes from
107542
merge from siege_weapons (kept aux2 PlayerAnimation.controller from the shield branch)
Selected Tags in PackageTagFilters will still show up if their results are 0, so you can remove the tag instead of it being hidden
Set battering ram wheels lod to dynamic
Fixed the Main Menu OrganizationModal
Add hover/press sounds to packages in games/maps list, prevent x-scrolling.
Switched siege tower detailed colliders to use the vehicle large layer
Added construction component
Added deploy volume to wooden ladders to exclude siege towers
Update: adding extra logging and sanity checking when exporting a profile snapshot
For some reason one of frames from standalone gets borked - hoping this'll help track it down.
Tests: exported craggy in editor
- Fixed issue causing effects to spawn inside siege tower
- Removed left over mesh renderers
- Renamed some colliders
Update: Gather GC.Collect activity into perf snapshot
- Avoid thread id checks reaching to mono runtime to resolve it, as it's unsafe during GC.Collect
Tests: did a 6k standalone perf snapshot, but didn't catch a collection event. Forced one in editor on 3rd frame, confirmed visible in perfetto.