249,482 Commits over 3,959 Days - 2.63cph!
ice sculpture pedestal gibs first pass
re-baked construction guide mesh
Layer exclusions when upgrading
mesh collision for ice sculpture pedestal
Base hud, fetch scene camera in-world instead of having one on the player, weapon is placed manually in PreRender
Experiment with arbitrary physics shapes as navmesh obstacles
Performance is not good, needs more optimization to be viable.
https://files.facepunch.com/lolleko/1b2611b1/sbox-dev_i7IaHMmjKv.mp4
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Ignore triggers in NavMesh Generation
Update: Executing deferred command and waiting for it's execution
- also fixed the deferred command not being executed because it's missing the prefix (this took weirdly long to spot)
Using it to pass control for the actual testing top the game assembly
Tests: Ran LoadProcTest, it passed
Update SceneObject tags of Sprites and Tilesets
GameObject.Network is a class !!!!!!
mini crossbow viewmodel animations updated
Use uncompiled assemblies (#1714)
Increase stone wall player deploy volume area to include collision area.
Set time placed.
- Wrote a script to resolve duplicate bone names by appending digits
- Removed the vast majority of duplicate bone warnings on siege tower (rest will need looked at after art pass)
- Fixed door NRE still happening sometimes
- Changed my stupid OnChildAdded override
Scene ref gizmo: show one entry per graph, most recently triggered
Expose Local/World transform shorthands to ActionGraph
Add "skybox" tag for now and draw black background behind minimap to prevent alpha issues
Fixed siege tower drawbridges replication
Fixed SiegeTowerDoor NRE
Manifest
Fix some couple sounds
can't dev cam out of editor
Music in tutorial stage
More UI cleanup
Update fisher interact height
Birds Scared Stat
Update intro area map
Merge branch 'main' of sbox-piecrumb
Added Interactable.InteractHeight instead of assuming based on bounds
Fix not actually excluding them
Disallow sending voice packets unless fully connected
Try to mitigate server reconnect spam
Also reset owner SteamID in more places
don't throttle loopback connections
Minor code cleanups
added GameTip for additional sculpting controls
Added clip brush to lower area, added more coins
Added a ton of coins to the intro area, fixed water particles
Prevent camera from infinitely zooming out in Pause Menu
able to switch tool into a smoothing mode with shift+rmb to smooth out the sculpture (desturctively)
- hit guide changes colour and taost appears with current state
- fixed issue where blurring was setting boundary values to true and causing holes to appear in the mesh
Creating new non-asset registers entry and opens rename properly, fixes Facepunch/sbox-issues#7001
Don't let creating new resources be blocked by not yet having a compiled version on disk, fixes Facepunch/sbox-issues#6991
Fix duplicate GameClosing panels
Added a detail layer property section to each of the blend shaders
Waterlogged methods cleanup
Tweaked ballista waterlogged point
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Hide game packages that don't have cll files until they update
Hackfix: skip bootstrap smoke test at the start
- Key here is skipping error logs, since they trigger test failures.
Right now we build this weird mutant executable, and it tries to run server-side smoke test despite being on client. It emits an error, that we can't suppress that early, and which tips over the tests. I'll need to fix this properly once I got better build pipeline control.
Tests: ran LoadProcTest - it passed (though it's mostly a dummy test)
- Removed doubled stats prefab
- More logging
- Setup feed object parent