242,926 Commits over 3,867 Days - 2.62cph!
Updated texture bundle splits to avoid 4GB limit
Some safety in DeserializeExpected
Softer depth comparison for subsurface scattering
Implement Depth::GetWorldPosition properly, document it nicely
Recompile sprite with depth feathering
Fixed the layout - now works with flexbox
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reworked padding on oilrig trims, disabled crunch compression (texture only changes)
Make gizmos use DynamicSceneObject, add CMeshBuilder2::WithInstancedTransforms to flag mesh to use transform system without changing vertex layout, fix transforms on dynamicsceneobject in native
Spawn point gizmo tweaks
Better define what happens when host leaves (destroy their shit)
Tweak network transform lerp
Added shovel script and set it up on the shovel, incase I need to add any extra functionality later.
Improved shovel item check.
Flags set to require shovel.
Added Input.SetLink( source, index )
Add PhysicsBody.SmoothRotate
Expose TimeSince, TimeUntil, so they're usable in RPCs and Sync vars
Connection.Local.IsHost should make the right noises now, fixed some id confusion
Update parent and owner during network updates
Remove Game.Server
Delete EngineRpc
Add Networking.FindConnection
Draw owner next to GameObject
Give players a unique display name when joining (if there's a clash)
Sod that, remove Input.VR.IsActive
Obsolete Input.VR.IsActive since it's grabbable via Game (and this code path hasn't been working for ages)
Fix vertexobject reusing on gizmos
StyleSheet String Table (#1437)
* Initial commit
* Make it better
* Clear entries in StringTable.Reset
* Remove unused method
* Remove unused using statement
* .scss and .prefab both valid small network files
* Send .prefab_c instead of .prefab
Send .prefab_c instead of .prefab
Include "vr" in connection userdata
Remove ManagedSceneObject/SceneCustomObject, only causes problems now, use DynamicSceneObject if you use it
Fix transforms on dynamicsceneobject
Move VertexSceneObject to use SceneDynamicObject, upload queue to GPU when it wants a new instance
Add MeshBuilder2::WithInstancedTransforms to add per-instance transform info to the input layout, does not change the data structure of the layout but makes transforms be ellegible with them programatically
Terrain: Move mode selection to EditorTool overlay, component inspector is settings only
dotnet format
Retire link shorthand format
Squashed commit of the following:
commit 8ea836943c704abec109199ac718ef388fc615c9
Author: James King <james.king@facepunchstudios.com>
Date: Tue Jan 16 10:05:20 2024 +0100
Implemented UpgradePropertyVariableReferences
commit f787e89df0b9a17f48cfa6831869d51c604532a6
Author: James King <james.king@facepunchstudios.com>
Date: Mon Jan 15 22:10:29 2024 +0100
Action graph JSON upgrading
commit 31da86f7d310a26d031f78e5b10072044858230e
Author: James King <james.king@facepunchstudios.com>
Date: Mon Jan 15 20:22:35 2024 +0100
Don't include version in test JSON, let it get upgraded
commit e0aa5cf47db1b97c617cf457fbefda4066f69a7d
Author: James King <james.king@facepunchstudios.com>
Date: Mon Jan 15 20:20:06 2024 +0100
Revert "Fixed expected JSON for missing type tests"
This reverts commit 3f1d256a629fa84b8b102d85e6d3e310ccbad376.
commit d7143a5d0bcb5e6879bfc9bd6fdd883366a424e0
Author: James King <james.king@facepunchstudios.com>
Date: Mon Jan 15 20:04:42 2024 +0100
Include format version in serialized ActionGraph
commit 3f1d256a629fa84b8b102d85e6d3e310ccbad376
Author: James King <james.king@facepunchstudios.com>
Date: Mon Jan 15 19:56:54 2024 +0100
Fixed expected JSON for missing type tests
commit f938d0d4b9d95911f79733faf41c4a9a4567a157
Author: James King <james.king@facepunchstudios.com>
Date: Mon Jan 15 19:52:34 2024 +0100
Fixed VariableParameterNotAssigned test
commit fa75dec5e621516e249db6bd9d147b5a58ae7a21
Author: James King <james.king@facepunchstudios.com>
Date: Mon Jan 15 19:39:51 2024 +0100
Fixed non-output-sourced links not getting serialized
commit e97cc8aab7998114ef74fd6183f191dd8ce3d20e
Author: James King <james.king@facepunchstudios.com>
Date: Mon Jan 15 17:44:25 2024 +0100
Fix stack overflow
commit 4b0d5d07a74c4cb045a05f2be9566468fe3c6d7b
Author: James King <james.king@facepunchstudios.com>
Date: Mon Jan 15 17:42:09 2024 +0100
WIP big refactor, store constant values / variable references in Links
Implemented UpgradePropertyVariableReferences
Show player model to the right of the UI
When the backpack UI is open lerp player model 180 degrees, move to the right & lock rotation
Backpack UI 6 slots wide -> 4 slots wide
Add "backpack" label on top of inventory grid
Leaderboard backup, run #8908
Added a cameraModifyBone field to the viewmodel, when a transform is assigned to this its rotation will be added additively to the final camera position
Eg. if this bone is rotated 2 degrees on the x and raised 0.1m the camera will do the same
Could be used for authored camera animations on viewmodels since the bone could be assigned to a helper bone in the animated hierarchy
The bone needs to start at a neutral pos/rot (0,0,0 on both)
Player will now look at a designated point during the tutorial cinematic (see postRotationLook and postRotationLook in PlayerEyes)
Set player eye bodyRotation on the server to match their transform rotation on spawn. Fixes spawned players not having their rotation set on the server, causing their corpse ragdolls to not match their angle.
Removed all unused tutorial videos
Remove descriptions from tutorial missions, they're not used
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Updated spawnpoint component + friend
https://files.facepunch.com/louie/1b1611b1/sbox_41XbHHS4lb.jpg
@DanduwFP
Citizen: new Swim_N animation
Let blackjack dealer hit on a soft 17
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Player clothing is now rechecked for changes when a demo is scrubbed, fixes cases where scrubbing past clothing changes woudl result in the player not having the correct clothing equipped visually