243,057 Commits over 3,898 Days - 2.60cph!
Update: Annotating all VehicleFixedUpdate calls
- Replacing existing Profiler.BeginSample with TimeWarning
- Moved some samplers around to build a nested flamegraph (consolidates vehicles in the profile)
Tests: loaded 6k world and looked through the profiling info
Fixed clientside wheel turning for the battering ram. Just infer turn angle from wheel input and max steer angle.
merge from main/Halloween24
quick lerp on burstcloth length modifier, reduces jerky behaviour when changing between different modifiers
reduced length scaling on dracula cape when ducked and mounted to 0.9
don't allow closing finished menu/resuming with esc
merge from military_tunnels_nvg_outfits -> main
only show are you sure restart message if we're doing tutorial, are you sure message styling
Flash and Decoy Grenade ViewModels
https://files.facepunch.com/rickgreeve/image%20%2826%29.png
Add NVG outfit loadout onto all scientist spawners so military tunnel scientists spawn with NVGs
- only an appearance change: same health, loot & weapons as before
- Fixed client build issues
- Added IClientComponent to Battering ram and BaseSiegeWeapon visuals
- Allow instantForced to be called in SimpleVehicleVisuals
- Remove Logs
- Moved away from quaternions when applying wheel rotation (should help with bugs?)
Add loadout for NVG military scientist outfit
Add ability for loadouts to override only certain containers
- replace the items worn without stripping all items in the inventory
button animation, button styling changes
Iterate, higher quality downsampling
- Battering ram moved over to use chassis visuals via SimpleVehicleVisuals.
- Added support for multiple steer and clamp angles to SimpleVehicleVisuals
- Set up more logs
- BatteringRamVisuals
Revert "Don't create a player if we're the dedicated server"
This reverts commit 790bddcd043610e002ecac463563ff099e239799.
Update Input Config
Switch to use BodyController
Add swim and ladder movement modes
Update body visibility on non proxies
Don't show Pick Up option unless OwnerTransfer.Takeover
Add DuckedSpeed
Apply gameobject rotation
add camera zones to playground
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Can no longer drag a prefab into itself. Resolves Facepunch/sbox-issues#6595
Can no longer change an existing prefab instance's PrefabFile out for the prefab you're already in via the inspector.
Initial
Assets have colors
Preview tweaks
Search widget
Asset popup, will turn this into something more tooltip-oriented later
Split left / split right
Chips from tags
Tweak styling, move current project to top of asset locations list
Implement chip tag filtering
Initial cloud browser, separate from asset browser
Initial tabbed asset picker w/ both local and cloud assets
Asset type picker
Renames, deletes, duplicates handled by IAssetListEntry
Clean up
Implement `t:vmdl`/`t:vmat`/etc. and filters
Implement Everything & Recents
Cloud browser uses facets to select type - hide picker on search bar
Fix warnings
Fix FindItemsThatStartWith
Sort recents properly
Display "Everything" / "Recents" in address bar when those are active
Show asset name if only deleting one asset
https://files.facepunch.com/alexguthrie/1b2111b1/sbox-dev_aNrz89mgvo.png
Show file name + extension
Use project root path as root for asset browser stuff
Hide hidden files & folders
Icons for assets, code, libraries, exports, localization, projectsettings folders
https://files.facepunch.com/alexguthrie/1b2211b1/sbox-dev_vj4aOCIDDr.png
Hide .sbox folder
Open non-asset files (e.g. .cs files) when double clicked too
New generic file context menu (for any non-asset type - .cs, .scss, .razor, etc.)
Implement OnContextMenu in FolderNode
Navigate to code files using selected code editor
should prefer an active / open solution
Hide obj/ folder in code directories
Add support for drag-dropping assets / folders / etc.
Top of asset locations list shows favorites again
Favorites -> pins, hide node if it hasn't got any entries, hide obj/ folder in tree view
Doesn't refresh properly when going from no entries to some entries yet
Docs
Fixed searching through everything/recents
Show pins in tree when there are some added
adjusted MaxOriginDelta values on cape burstcloth to match similar assets
Favorites -> pins, hide node if it hasn't got any entries, hide obj/ folder in tree view
Doesn't refresh properly when going from no entries to some entries yet
Docs
Fixed searching through everything/recents
Show pins in tree when there are some added
Fix networking of gib scale to clients
Do not initialize the scaled prop physobj as shadow for client only ents
Added extra error messages to SimpleVehicleVisuals to make working with the vehicle system a bit easier
Fix adding new cloud asset ServerPackages sometimes causing silly hang
Added fx effects to all of the battering rams wheels
Added GetFrustum to CameraComponent
merge from fix_quarry_animator_lod -> main
Rename "Available" to "sbox.game" in Library Manager + a different icon.
https://files.facepunch.com/CarsonKompon/2024/October/24_10-08-LavenderAnemonecrab.png
Adding/Removing a Component with a corresponding EditorTool will instantly create/destroy it. Resolves Facepunch/sbox-issues#6643
Add GameObject.DebugOverlay, Component.DebugOverlay
Adding a Camera Component to a GameObject no longer throws an error when it shouldn't. Resolves Facepunch/sbox-issues#6641
Disable new cloud packages stuff while I work out why that breaks shit sometimes
Apply same LOD change to deployable quarries (even though they aren't used in gameplay)
Updating hold types with new animations
Add ulong constructor to Friend class. Resolves Facepunch/sbox-issues#6644
replaced fully rigid linear constraint with a stiff spring and a small linear limit for it to play in
- absorbs force spikes better, especially when a kinematic body is attached
horse walking, trotting, sprinting, and turning speeds modified by towing
- currently flat modifier of 60 percent across the board
Merge from fix_quarry_animator_lod -> main
S2P pumpjack monuments (trainyard, powerplant, water treatment)
missing TowingJointBreakDebug file
Properly get when disconnected
Test boot back to main menu