254,391 Commits over 3,990 Days - 2.66cph!
Revert 'rock formation huge e' materials back to what they should be
Add comment to reference rewiring
Fix head pop, but had to disable the head look, need to find a way to order proc anim on spine and neck properly
Incendiary bolt, doesnt spawn its world model on impact for now
Handle cloned references to the prefab root when root is referenced from list or other nested properties.
Fixes: sbox-deathmatch/issues/100
Fixed siege tower projectile and projectile scale issues (wrong hashes being generated due to duplicate names even though they had different parents)
Wrote scripts for:
- Resetting box collider transform but retaining position in centre & bounds of the collider itself
- Resetting box collider scale but retaining position in centre & bounds of the collider itself
- Resetting box collider rotation but retaining position in centre & bounds of the collider itself
detatch tow when horse swims
Remove duplicate Forward() and remove DepthNormal fallback
Put mode fallbacks on materialsystem init instead of gameinfo
Added walking bee model, textures and materials
natural beehive
world model LODs
materials and textures
Replaced old camera-based environment volume indirect lighting code with new spatial version
Cleanup mp5 grenade
Make scorch work everywhere
Add proc anim to croc tail
merge from primitive/gameplay
Redo track previews to be block based
https://files.facepunch.com/ziks/2025-01-28/sbox-dev_rUDi5nRQQY.png
Update example movie
Add Mode fallback, used for both using Depth() as a fallback if shader doesn't have DepthNormal() and to move VrForward() to just Forward()
VrForward > Forward, reverse fallback so that old shaders with VrForward use that still
TextureParameterNodes throw errors for name conflicts
Nested ITextureParameterNodes are resolves properly. Textures are now saves with DefaultValues in SubgraphNode.
Re-added debug capsule rendering 💊
Add DebugOverlay.Model
Add DebugOverlay.GameObject
Initial single plant pot setup
Remove walker log
Fix missing hud component
Add SSAO
Tripmine placement ghost
Switch to use texture icons
Era restrict nail gun, pistrol ammo, revolver and waterpipe shot gun - Removed from primative gamemode
Conform crocodile x-axis (roll) rotation to slopes, as even though it looks odd with tall animals it looks natural for them
Throw if attempting to clone invalid gameobject
Ballista projectile refactor, we now use the Projectile class (wip)
Pitchfork tweaks
ParameterNodes in a Subgraph without a name will be treated as constants and will not be exposed as inputs
Interpolate value on query instead of every frame based on last update time
Hierarchy: Exiting search expands to new selection, resolves Facepunch/sbox-issues#7453
TreeView.RecursiveLayout compares TargetObject correctly, fixes TreeView.ScrollTo
renamed unclear player ragdoll param force->velocityOverride
* Fix text rendering by converting LineStrip topology to Lines
* Allow world-positioned but screen-aligned text like DDraw.Text
* Implement distance fade effect
Make sure all components captured by UndoScope are valid
Pass info back through CreateGameModal, can select map and maxplayers
fixed BillBTestMap
- got rid of old mockup towables
- painted ocean topology on bring the water back
Don't process implicitly created components in PostClone
sbox-issues/issues/7459
Made the deferred decals work with the new environment volume system
Merge main into spatially_aware_env_volumes
▊▇▅▄▊▍▅ ▄▋▌ ▌▉▇▆▍▄ ▌█▊▍▉▍ ▊▉▄▊▊ ▄█▌▍ █▉▇ ▆▇▌▇▊▋ ▊▇▄▆ ▍▌▍▌▅▊▌▉▆.
Fixed bottom siege tower drawbridge not having sound
Capture shadow mode setting
Add SteamUgc
Asset ProjectConfig can hold a WorkshopId, start working on adding this to the publish widget
Add utils to upload a clothing item to the workshop, create a transient directory to store item contents, delete once we're done with it, use item icon
Fixed SetItemContent not working properly, store WorkshopId in Metadata on upload
Open our workshop item in browser upon a successful upload
Added bespoke publish step for workshop eligible assets, much better flow, reverted my changes to AssetPublishWidget
Make Open in Workshop button actually clickable
Try to make the publisher step page a bit nicer (https://files.facepunch.com/tony/1b2711b1/sbox-dev_tO2pzRvJhu.png)
Rename and move ClothingUtils file
Minicrossbow ClientInit NRE fix
Subtracting previous shoreVector fuckery