254,761 Commits over 3,990 Days - 2.66cph!
Make sure we only load skybox if it uses a sky shader, CSkyBoxObjectDesc expects a static input layout and causes validation errors if anything else is assigned, this also makes sure you can only select skybox materials
player update. Exported 3p military flame thrower anim set and set up in unity
Allow barricades to be placed anywhere in monuments
- melee damaged increase against barricades: same damage as normal deployables
- bullet & explosive damage against barricades stays the same as before
- split building volumes of barricades and bypass "prevent_building" tagged with monument
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Use string builder instead
Publish attachments list to tooltip
https://files.facepunch.com/ianhenderson/1b2411b1/Unity_91TpvFeD1c.mp4
sound.Generate now accepts table of samples, or direct binary data as a string
The table input should have float values from -1 to 1 (index starting with 1), and is about 4 times faster than using a function
string input must be raw 16bit sound data (each sample is a signed short), and is much faster than the 2 other methods.
EmitSound handles registered sounds a bit better clientside
You could, and still can add `.wav` to the end of the registered sounds to make them work with EmitSound, which is still useful for serverside, but clientside this is no longer necessary.
Added optional argument to sound.Generate - loopStart (sample ID)
Fixed bug causing attachments to not be registered
Refresh sell order stock no longer frees attachment list
Fixed ground watch and colliders
Deploy sound, placement tweaks and guide mesh scale
lod and prefab setup for corrugated sheets and radtown shed.
Now forward attachments on shop listings over the network
Added slots to map vendor
Art implementation, blinking light behaviour
Facepunch.XR works out bounds for us, gives us full render target size separately from eye render target size
Cleanup
Update example
Contain frame state inside a struct, nice and clean
TextureSubmitInfo: remove bounds info
Better render target size management
Wait for fences on every submit
Delete hostedwidget, Game tab will just wrap through NativeRenderingWidget on tools
Don't create main window on tools mode, default to dxlevel 120
Rustoria door skin update
master house LODs, Collider pass, Prefab setup and baked LOD
Try using Network.ClearInterpolation (#1)
Assign all breed materials to the body renderer so the tail is correctly retextured
Use Facepunch.XR provided logging levels
Pass bounds to texture submit info
Default IPD (for testing with null driver)
Facepunch.XR update
Debug callback type
Verbose logs
Keep track of frame start / end to prevent crashing with XR_ERROR_CALL_ORDER_INVALID
Perform vk copy operation as single step on submit
Use vk fences for vk copy sync
Fix edge connect not recomputing texcoords
seismic detector model, materials and lods with basic prefab setup
Fix warning
Heightmap import resamples if non pow2 given
Recompile shader
Remove logs
Use texture submit x/y as view subrect offset x/y
Component inspector event toggle color / tooltip shows if actions are populated
https://files.facepunch.com/ziks/2024-05-24/sbox-dev_DLz0WbVE9W.png
Facepunch/sbox-issues#5563
Set world model anim params to reflect state
Assign world model animator
New TerrainMaterial & TerrainStorage assets, improve terrain creation, no more manual vtex layers
New TerrainMaterial asset, can be used on multiple terrains, copied from other projects
* Replaces TerrainData.TerrainLayer which used manual packed vtex files
* Accepts source images for: albedo, normal, rough, ao, height
* Compiles into 2 generated vtex_c
* Contains other properties for metalness, uv scale, uv rotation
* AssetPreview is used for editor UX too, instead of hacky shit before
* TerrainMaterialEditor auto populates _normal _rough etc. properties from albedo
* Drag drop TerrainMaterial assets into Terrain component
* Open for expansion to grass/clutter properties
TerrainStorage
* Replaces TerrainData & TerrainDataFile
* Make use of IJsonConvert to avoid all the crazy crap I was doing before
* Drag drop TerrainStorage asset into scene
Terrain component editor:
* Support creating or linking TerrainStorage if none is attached
* split settings into its own tab, add filter properties
* Don't force Terrain creation through GameObject menu, don't hide terrain asset generation in here, don't hide the Terrain component
* Remove special terrain save logic from SceneEditorSession, use scene.saved editor event
* Disable specular on terrain
Terrain: Mark all TerrainMaterial textures as used and wanting max quality. In the future this could be smarter and not want max quality for textures used far away
Basic height blend
https://files.facepunch.com/matt/1b1711b1/sbox-dev_0JNrWPuC9N.png
JsonUpgrader for TerrainStorage: Resample ^2+1 heightmaps to just ^2, use non-nested format
.gitignore: wanna keep these launchSettings local
Disabling loading from save by default on CraggyIsland
Add anim override for captive state
Set entity animation override default to kidnapper