254,390 Commits over 3,990 Days - 2.66cph!
Actually just don't bother trying to read 0 bytes from a file
Fixed "cc_lang: invalid language" with empty cc_lang
Bumped MAX_MAP_OVERLAYS to 8k from 1k
Increased MAX_MAP_TEXINFO & MAX_MAP_TEXDATA
MAX_MAP_TEXDATA 2048 -> 8192
MAX_MAP_TEXINFO
12288 ->16384
Fixed "Tried to Read into NULL memory!" when mounting L4D2
Fixed my fuckup with recent sound related fix
Rework how lua_refresh_file generates paths to work with addons
Fix compile error
Rework how lua_refresh_file generates paths to work with addons
Fix compile error
Rework how lua_refresh_file generates paths to work with addons
Refactor ActionGraphDebugger
First pass at listening for ActionGraph scene refs
WIP show scene refs in scene view
https://files.facepunch.com/ziks/2024-03-08/sbox-dev_HZ7Fs0R2x1.mp4
Fixed a crash due to sounds failing to be loaded
Fixed a crash with meshes
Fixed DModelPanel having issues with depth buffer when 2 panels are overlayed
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Fix hair blue line
Scene.Load ShowLoadingScreen actually works
Update avatar scene
Open avatar scene when you click the avatar button
Fixed a crash due to sounds failing to be loaded
Fixed a crash with meshes
Fixed DModelPanel having issues with depth buffer when 2 panels are overlayed
Fixed fuel generator aux inputs draining power
Actually set D_MSAA combo on depth_downsample
Vulkan: Fix validation errors with MSAA disabled, this should fix a lot of crashing problems for people playing without MSAA
Correct directions on lock C
Cargo decides what harbor to dock at based on spawn distance
Set up Padlock C (5 dial)
Update art_showcase.scene
Fixed melee hit effect not playing, removed some serialized timesince/timeuntils in anim states
Run the hit effect on every hit attack
art showcase and lamp variant
Cargoship now moves around the island anti-clockwise
Re-added cargo notifier to harbor2
Scene2Prefab
Terrain collision is per triangle again instead of per cell, should be 100% accurate https://files.facepunch.com/layla/1b1911b1/sbox-dev_bZpdwNGM3P.mp4
animgraph: Updated parameters to include new states
Rounded upkeep timer minutes
AttackingState: run Agent.LookAt every frame instead of on state tick (which is staggered at 0.2s or so, so it was very jittery before)
Make control sheet labels draggable
Dropping a component property will create a set node
https://files.facepunch.com/ziks/2024-03-12/sbox-dev_4FnI6RmoK5.mp4
Facepunch/sbox-issues#5129
EditorNode display fixes for embedded targets
Temporary fix for drag executing multiple times in one frame
Kill off stimuli if it's based on old information. Idle state uses full body anim
Play actor voices a bit infront of their mouth
Hook weapon_attack_idle in
animator: lerp wish move
tv and tv stand scale update
Changed upkeep timer format
Don't drain durability for npc weapon
AI can maintain movement while trying to attack the player
player update. CNY spear entity edited so it sits in the player hands correctly
Merge property or variable get / set nodes
https://files.facepunch.com/ziks/1b1611b1/sbox-dev_Bj6e15WZ0F.mp4
Unify property node CanRead / CanWrite tests
Add Facepunch.ActionGraphs.AssignmentKind to TypeLibrary
Property node: switch between assignment kinds in context menu
https://files.facepunch.com/ziks/1b1811b1/sbox-dev_QVXxSLhC4Y.mp4
Update Facepunch.ActionGraphs
Output expansion fixes
ironing board and iron with variants
Position weapon on the npc properly
Fix terrain collider not updating on heightmap import
Machine states can define upper, lower, and full body states
Added container drop off ground decals in both harbors
Register properties recursively when sending network refresh or receiving one