243,075 Commits over 3,898 Days - 2.60cph!
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
Add tests for DebugOverlay
Move the graphics settings in the options menu into a standalone prefab
Render TweakUIDropdown as a dropdown in the preset editor
Sprite shader has a pivot position
merge from halloween24
- some cloth fixes and dracula cape worldmodel collider fix
This bit isn't needed actually
Don't call INetworkListener.OnActive for dedicated server, similarly don't call OnDisconnected. OnConnected will never get called anyway because it doesn't go through the handshake.
Start fixing up dof https://files.facepunch.com/sam/1b2211b1/ombChoX97P.png
Iterate DoF
Smooth fade DoF from composite shader
Iterate dof, needs cleanup, almost perfect
Wave intrinsics to do early out for far dof
DoF2 Downsample with bias based on depth, cleanup
https://files.facepunch.com/sam/1b0211b1/sbox-dev_rXaN2wxsmC.mp4
Front blur, tweaks
Final tweaks, add depth gap for adding an area where u might want more focus
https://files.facepunch.com/sam/1b0211b1/sbox-dev_VBIoPeaBWP.mp4
Depth Resolve writes to both channels correctly
Final cleanups for dof2
Fill up _renderTarget on Graphics Scope so that we can fetch the immediate color/depth textures also without a copy
Fetch depth and color directly for DoF so that we can do pixel perfect fetches, start making near dof not shit
Tongue in the direction of movement, not camera direction
CameraTrigger tweaks and fixes
Show a colour in the Preset select editor
Player movement is based on camera forward instead of EyeAngles
Update sbproj with DedicatedServerStartupScene
Added TowConfig to ballista
Prevent mounting and dismount any mounted player when towed
Add Dedicated Server page to Project Config with its own option for a Startup Scene. When loading a game, if we're headless, use that if its set instead of the usual one.
Add "new" cloud asset refs to ServerPackages table when hosting a game from editor
Adding cloud assets will now work in clients without having to publish/upload your project (Facepunch/sbox-issues#6598)
siege weapons override vehicle handbrakes when being towed
- fixed towed entities not getting their tow attach/detach callbacks
Merge from teleportpos_improvements
Reset local connection state to Unconnected when closing network system - some debug log for other machine
fixed negative scale on dracula cape worldmodel collider
Add a confirmation prompt when overwriting a pose
teleportpos now has more consistent behaviour:
teleportpos "50 50 50" / 50 50 50 / 50,50,50 / 50, 50, 50 all behave the same.
client-only compile fixes
Include file in delete asset dialog for single asset selection