243,061 Commits over 3,898 Days - 2.60cph!
Allow setting BindingSurface.ActionGraph
merge from main/Halloween24
Merge: from profiling_improvements
Just additional profiling annotations to fill in voids on FixedUpdate and UpdateLOD. Also editor microoptim in GamePhysics.
Tests: Rode a horse on Craggy and checked profiler for changes
BC: handling null player properly in teleport check (player preview)
Merge: from main
Tests: none
Merge from ai_wolf_iteration
Fix wolf slowing down before jumping on foundation
BC: bone transforms and bone states reset with player teleports (including mount/dismounting) and also reset with extreme single-frame angle changes
- stops cloth freaking out when you switch seats that are facing opposite directions (pedaltrike is the main offender)
- exposed LastTeleportTime in BaseMovement for this
IsAssignableToExtended thread safety
Fix NRE in SceneEditorSession.Resolve when an unsaved scene/prefab session is open, Facepunch/sbox-issues#6594
Fix for several item names when rendering unapproved skins.
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We can expose some stuff here, so that even if people aren't using built in stuff, they can still use some of the logic
Add icons to component header context menu
Move component enabled checkbox back to left
Leaderboard backup, run #
14909
Reduce ducked height slightly
Fix NRE in CreateLobbyAsync @solwllms
Add Landing/FallDamage outputs to BodyController
Add useful CreateRagdoll to BodyController
Completely remove PlayerController
Remove "shh" sound from Shush gesture. Added asecondary "Shush Vocal" gesture which keeps the sound.
Updated gesture assets with new icons.
Merge from set-layer-tool
SceneEditorSession.Resolve null check
Added some more checks to loading startup scenes. Facepunch/sbox-issues#6594
Disable front blurs for now
Work around to try and get battering ram wheels working. Still issues, now due to gimbal lock
Ballista client compile fixex
Finally got Battering Ram wheel movement working as it should. Increased update rate. Call visuals.UpdateTickStopped when client tick stops.
Move on edge
Updated scenes
Setup for all weapon racks.
Camera zone changes
Camera only moves when the player is at the edge region
https://files.facepunch.com/louie/1b2411b1/sbox-dev_uD5mYz33cv.png
wip show medal times when hovering over medals in pause menu
Implement QuestResource and Quest save system
Created QuestUI
Created 3 starting quest lines
Player now checks for quests requiring items automatically
Fix ItemPickups deleting themselves in editor
Save System fixes
Fix a bunch of quest logic + did a bunch of quest cleanup
people lead targets
floater text
text render particle
build close button
survivor clothes
blend ambient between two scales over height (want ambient at cloud base to be darker, brighter at top)
Added `SetLifetime` input to prop_combine_ball
0 or negative values make it infinite.
BallCaught and OnBallCaught input/output for portal BALL ent
Do not network duplicate health/velocity for players
Since it is already done for all entities
Do not set collision bounds on physgun beam
I don't know why it was being set at all, it's not a physical entity, so let's try simply not setting the collision bounds and see what happens. Not setting the bounds saves on network bandwidth.
Minor cleanups
frenzy letters in pause/finish menus stay lit up after frenzy has been successfully collected, animate track buttons on solo page
Ballista reloading cleanup
Restored ammo switching
Some client anim fixes
fix material issues with PlayerCopyTool
Have wolf smoothly decelerate instead of stopping dead in its tracks
fix issue with rotating unicycle on customize page
setup default pages for online achievements settings, fix issues with cursor types
Update: Gamephysics now uses TryGetComponent instead of GetComponent
- Same perf in standalone builds, better perf in editor builds (avoids string format alloc for null obj description)
Tests: Rode a horse on craggy and check profiler to confirm GamePhysics routines were triggered
Fix wolf glitching out visually when jumping on foundation when the server frame-rate is low
Expose convar for wolf max per frame budget
Changed the ballista reloading to a hold R to reload system
pause menu map info shows current track time