254,394 Commits over 3,990 Days - 2.66cph!
Better display info for property.get output
Implemented constructor nodes
Fixed property getter nodes
Fixed display info for property get / set methods
Add [ImageAssetPath]
fix SerializedCollection NRE
Fix MemberDescription.HasAttribute not finding base attributes
Convert TextureEditor to use Sequences
SequenceControlWidget has popup instead of doing it all horribly inline
Fix SerializedObject changes not propagating upwards
ResourceStringControlWidget cleanup
Use new Sequences json for amalgamated texture
Expose some sheet access on texture
Simplify amalgamatedtexture packing, less likely to infinite loop, loads from json
Add TextureFile sequence `IsLooping `
Can use particle SequenceTime easier
Remove parse_mks.cpp
Delete mks importers (everything should use our way now)
Default rendersystem to Vulkan ;)
Intercept potentials ALT+F4 and display the warning if necessary
Updated wording
Combine ExpressionNode, ActionNode attributes
Mark expression node methods with [Pure]
IActionGraph.AddNode( string id ) extension method
Tests for constructor and static property nodes
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In ByteStream.Read/WriteValueArray, use Enum.GetUnderlyingType when using Marshal.SizeOf if the type is an Enum type. This is because Marshal.SizeOf will error when used with Enum types directly. Fixes Facepunch/sbox-issues#4579
merge from menu_new_items_optimisation
merge from ladder_hatch_repair
merge from directional_damage_optimise
merge from death_screen_skip_server
merge from persistent_shelter_icon_fix
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Leaderboard backup, run #9100
Added debug.rpcStatTracking
Tracks how long each RPC takes over time, inclusing minimum and maximum timings
Added debug.PrintRpcStatTracking that prints all of the saved info, including the average time spent per rpc
Added debug.ClearRpcStatTracking to clear any saved data
Avoid getting stuck inside pushers
Try something a little different, this might push better
Extend transition durations
Fixed npc anims not looping
Fixed case where OnConversationEnded wouldn't get called
Fix new tag not appearing on first boot due to time restriction
Citizen/animgraph: added Swim_Up
wallLight material uses the newish Emission Fresnel in Rust/Standard to emulate a central bulb without transparency.
Tiny normal map adjustment to facilitate it better.
Update item store new items check to run every 30s instead of every frame while the main menu is open, saves 0.8-2ms a frame and 96b of garbage
This wouldn't have run while the menu was closed, so will have no regular gameplay performance impact
Fixed inverted light cookie.
Add support for a player model to be put into cinematic mode with a custom animator instead of the cinematic animator, allows for custom animators per npc
Add cusotm animator for tutorial npc with just the states we need
Fix repair bench only playing "change skin" sfx once per skinning (due to adding 1 second cooldown after every item) instead of once per second
Only apply "1 sfx per second" when autoskinning: play it every time when manually skinning
Doors and hatches can now be rotated while being deployed using R
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Assembly
Basic starting line
Scene
Engine sounds
Correct the poor positioning of thrown objects (e.g. rock) that spawn stuck half in the ground. Fix them sometimes falling through terrain
Fix right clicking clothing (hazmat) that conflicts with backpack slot (diving tank) not being equipped (because it tries to equip hazmat in backpack slot)
Fix hover looting items from storage while holding alt putting the items into your main inventory instead of equipping / swapping them
Fix right clicked items to wear using the first empty slot instead of the first conflicting slot (causing items to not swap slots correctly)
Try to unequip conflicting werables (equipping hazmat from hotbar when wearing hoodie + pants) into the main inventory first, then hotbar second
Increase delay when equipping clothing from hotbar from 0.2s -> 1.5s (to account for items actually swapping slots now)
Fix swapping items from inventory -> worn moving to the next free slot instead of swapping the items exactly
Native resource Load methods should only be called from main thread, the resourcesystem has no idea what to do with a blocking load on a thread and will just crash
Rework how we get workshop subscriptions
TODO: This modifies the subscribe date sorting in-game!
This system should be faster and guarantees no duplicates if Steam decides to change ordering of subscriptions mid-game while we are getting them.
Restore and fix code to count published file upvotes
Performance improvements for clientside file.Exists/IsDir and Lua paths
Fixed AI node related crashes, probably
Added server settings to Sandbox menu bar
Making them more visible to the average player
Disable ability to grab jeeps with super grav gun
Do not use deprecated functions in menu bar
Do not run player anims to completion on model change
Fix multiple box-shadow parsing (oops)
UI box / shadow / filter shader recompile
Added server settings to Sandbox menu bar
Making them more visible to the average player
Disable ability to grab jeeps with super grav gun
Do not use deprecated functions in menu bar
Do not run player anims to completion on model change
CSS box-shadow inset implementation
https://files.facepunch.com/alexguthrie/1b2311b1/sbox_QVsBt34bNx.png
sbox-issues/issues/3649
Merge from main -> backpacks
Fixed AI node related crashes, probably
Fix possible division by zero in layout when scale is zero
Fixed backpacks not facing player when they are dropped
Fix UIEffect on CoverImage