254,385 Commits over 3,990 Days - 2.66cph!
Attempt to delete the map png file if loading failed - edge case
Use Timeout.InfiniteTimeSpan instead for clarity
Player avatar uses spine1,2,3
Updated all v4 animations
Updated custom offsets on sar and ak
- 100% chance for natural beehive to spawn on oak_c (just for testing)
- Honeycomb worldmodel fixes
- Added ability to change tree additive rotation
- Better handling on death of the tree
- Natural hive drops two sets of honeycomb
Maker timer run at TimeSpan.MaxValue interval
Manifest update for new items.
Egg icon.
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Base shaders: stop using macros for texture creation + sampling, use standard HLSL syntax
Core shaders: stop using macros for texture creation + sampling
Build shaders
yuv_resolve.shader should use explicit register positions (it's sampler was never being properly bound!!)
Setup 8 pie types: Items, recipes, pie VM settings.
Added them to recipe list.
Spring dampen test (Facepunch/sbox#1819)
https://files.facepunch.com/ziks/2025-02-07/sbox-dev_msRAHre2Hi.mp4
Created system that allows trees to spawn/handle an entity attached to them (will be used for natural hives)
merge from main/horse2_fixes
edited tiger run 180 left and right anims and updated prowl fire anim
merge from main/horse2_fixes
Compile fix, don't use Skeleton to reset bone pos for now
Linked chicken pie output item to chicken pie recipe.
Added Brea recipe/item.
Moved the deferred indirect lighting pass into its own class
merge from main/horse2_fixes
Bugfix: read back from the right array of heights after sampling ocean
- Reported by new unit tests
Tests: ran water-related unit tests - now they pass
Bugfix: Make sure WaterLevel tests run full simulation path during unit testing
Previously it was earlying out during GetWaterLevel
Tests: ran the new tests, they report an issue that I need to fix
Removed Vehicle Detailed layer from horses k detection layer mask, it prevents legs from hitting themselves
Restored horse animation speed reset when exiting ragdoll
More work on ziggurat exterior (decal passes). Renamed jungle decal test materials.
Reset horses server and client bone local positions after exiting ragdoll
Reset lastMovingTime when exiting ragdoll
Fixed a bug with using a pre-culled volume list when creating the environment volume compute buffer
Disable mixer thread choking warning for now
TODO: find out how long each voice takes to mix, and let you print that on demand
Don't start attacks or hazzards when dead
Gluon Hose Shader
https://files.facepunch.com/lolleko/2025/February/07_14-11-LavishTinamou.mp4
Zero the Y when calculating look forward
Added a cooldown timer for the main triggered attack, use regular attack when on cooldown.
Some minor spline tweaks I forgot to backport from scenestaging
Update: missing meta files from merge
Submitting for now, but should nuke once back on main
Tests: none, trivial change
Merge: from main
- Skipping a couple meta files for empty folders, will submit them separately
Tests: booted editor for import
Setup hiss anim state, trigger it.
Spline Class (#1817)
General purpose spline class for 3D.
Uses a composite 3D cubic Bezier curve under the hood.
Shape and behavior of the spline are controlled through points and handles.
Two consecutive points and their handles define one segment/curve of the spline.
The spline can be turned into a loop (Beziergon), which combined with linear handles can also be used to create a polygon.
Splines are useful for animations, camera movements, marking areas, or procedural geometry generation.
Add SDF 3D World example
https://files.facepunch.com/ziks/2025-02-07/sbox-dev_AKu97g2DxF.png
Add a regular attack, starts after the initial hazard trigger attack and continues while a player is in range.
Capture SceneEditorSession in SceneUndoSnapshot
Avoid relying on static SceneEditorSession.Active having the correct value
Add missing Scene.Push() in GameObjectInspector
Fixes Facepunch/sbox-issues#7517
Fix package video menu not showing
Fix collections menu opening wrong
Search basics
merge from ballista_reload_fix