243,160 Commits over 3,898 Days - 2.60cph!
Remove tags for moving
Phys character updates
Snakes can now reposition after striking.
Added variables and convars for reposition chance, min/max radius and multipliers.
Merge: from main
Tests: none
Some general cleanup, moved tool to Tools/Cinematic/Pose Tools
Added Undo support to Pose selected, pose random and paste pose options
Merge: from requesttrees_spike
This reduces overhead of streaming grid cells of tree impostors from 3.5m to 1m on a 4.5k server.
Tests: 2 editors(1 server, 1 client) in same session - streamed no changes, removed 1 tree then re-streamed, and streamed with disabled lazy serialization
Avatar field in PoseTools will now persist between editor restarts (saved in EditorPrefs)
Fixed copy/paste buttons not working in PoseTools
merge from kayak_perf_fix
Merge: from main
Tests: none
merge from oases_topology_fixes
merge from voice_chat_cctv
merge from world_update_2
merge from nuking_old_cliffs_in monuments
Leaderboard backup, run #
14837
Correctly scope to current scene when pressing [Button]
Fix gizmos being unavailable during editor tick
IKReachOut ignore player body
PlayerGrabber ignore player body
Try to auto assign player body renderer
No collision sounds on player body
Add button to automagically create the player body
Ensure PhysicsCharacter is axis aligned on startup, but rotate body/eyes
Update a bunch of scenes to use the Physics Character
Fix gizmos being unavailable during editor tick
Correctly scope to current scene when pressing [Button]
handle selection box while camera moving
movement handling for arena bounds and better structure avoiding
offset when moving multiple survivors; change deceleration handling
movespeed tweaks
More docstring elements
https://files.facepunch.com/ziks/2024-10-21/sbox-dev_l5UcrtR1tm.png
Courtesy of bringing my laptop on some long train journeys this weekend
Clothing Updates
Show unambiguous ident subdirectory path in project creator window, resolves Facepunch/sbox-issues#6609
Bring back automatic default project names (My Project 1, 2 etc) now we use idents for project subdirs (and have for ages)
Smite the random third-party cloud references in core assets
Clothing Updates
Move joint attachment mode and local frames to base joint, all joints should have these
Unfuck native physics interface for creating joints, they should all pass in local frames, it's up to C# to calculate local frames for desired setup
Merge branch 'master' into asset-browser-2
test map, pause menu work
Iterating.
Large wall variant.
Add refresh button to the top of the era editor to refresh all items
- used if you change prefabs without using GUI
Don't show redirect items in era editor window
When checking if a redirect's era, use the redirects era
Set 600/1000 items to a sensible default era
Flag ragdoll body bones as bone, because they are
Unfuck native physics interface for creating joints, they should all pass in local frames, it's up to C# to calculate local frames for desired setup
Fix assets not being marked as dirty and not saving after being assigned an era (ask me how I know)
Finished era editor window
- tons of fixes to make it actually work
- show orange as background when item is unassigned to an era
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Once touched check if we have touched the platform
replace Transform stuff
reload button
extra ammo panel
build button panel
build structure menu
build hotkeys and cant-afford colors
Give PhysicsCharacter ToggleCameraModeButton [InputAction] attribute
Scale ragdoll joint local frames later on