243,380 Commits over 3,898 Days - 2.60cph!

33 Days Ago
Clothing Updates
33 Days Ago
Fix wolves jumping to players still in mid air, change sample navmesh method signature to be more intuitive, add owner field to fsm transitions
33 Days Ago
Update: Engine blend loop drops it's sound resources on disable Tests: none, trivial change (same type of change as previous)
33 Days Ago
Walker map project template
33 Days Ago
Update: Tree now drops it's sound resources on client destruction - It also drops the Gain mod when fading out sound loop during fall Tests: cut down a tree, saw relevant audio events in logs
33 Days Ago
More wip
34 Days Ago
Update: Traveling Vendor drops it's sound resources on client destruction Tests: none, trivial change (same type of change as previous)
34 Days Ago
Implement attachment point UI, button press selects a random eligible attachment
34 Days Ago
Update: Parachute and Sled drop their sound resources on destroy Tests: none, trivial changes (same type of change as previous)
34 Days Ago
Update: CCTV and SpinnerWheel drop their sound resources on disable/destroy Tests: none, trivial change (same type of change as previous)
34 Days Ago
Update: Sub, Snowmobile, Tugboar and Train drop their sound resources on disable/kill - In Snowmobile's case Ski audio was previously (accidentally?) retained when sim stopped - Train engine used to retain damage and engine reflection sounds (assume an accident/bug) Tests: none, trivial changes (same type of changes as previously)
34 Days Ago
TTT: Updated Turkish Localization (#2127) * TTT: Quickchat Fix in Turkish * Update turkish.lua * Update turkish.lua * Updated Turkish Properties
34 Days Ago
Update: CargoShip drops sounds resources on disable - Also added a couple convenience StopXSound methods, since it has a bunch of different sounds. Tests: none, trivial change (same type of change as before)
34 Days Ago
Update: Ferry drops it's sound resources when disabled Tests: none, trivial change (same type of change as previous)
34 Days Ago
Bugfix: PatrolHeli now releases modulators alongside the sounds Tests: none, trivial change
34 Days Ago
Clean up formatting More node UI tweaks https://files.facepunch.com/ziks/2024-10-02/sbox-dev_IOVG6YMt1f.png
34 Days Ago
Remove TimeOfDay from Scene serialization TimeOfDay now implements ISaveData and saves to World Added more Tree Types, spawning in their respective biomes Added distinction between grass/forest trees
34 Days Ago
Bugfix: Drone now releases pitch modulator on destruction Tests: none, trivial change
34 Days Ago
Update: Modular Vehicle drops sound resources on destruction Tests: plugged in engine comps on Craggy's spawned vehicle, drove around in it. Put some timed c4 and drove until explosion - confirmed resources got released via logs.
34 Days Ago
Localization Support for key bindings. (#2126)
34 Days Ago
Fix exception when loading map, causing them to not be able to unload
34 Days Ago
Update: Helicopter now drops sound resources when disabled/retired - Also fixed a potential NRE when requesting a sound fails Tests: spawned an attack heli and flew around in it with jumping out at various stages. Also destroyed it to trigger sound recycling.
34 Days Ago
Bugfix: Bicycle now uses it's coasting sound when not pedaling Tests: rode the bicycle with pedaling on and off.
34 Days Ago
Update: Bycicle drops all sound resources when sound definition changes - Previously it tried to manage lifetime of modulators internally, but since we can pool it'll happen automatically now. Tests: rode the bike with jumping off during different moments. Noclipped away and back, redid same actions - all stable.
34 Days Ago
Create .editorconfig Lets try and see if this does anything useful
34 Days Ago
Gunsmith: display weapon from data Configure a couple of attachment points, create prefabs for charms, fix FP charm vmat Gunsmith: Camera controls, add charm resources
34 Days Ago
Fix possible NRE in PlugIn.OnPaint Add some more shortcuts to graph editors * Ctrl+D: duplicate selection * Esc: Clear selection * F: Frame on selection
34 Days Ago
Catapult reloading interaction wip
34 Days Ago
Fix wolves dying when they see a prey before the navmesh is built
34 Days Ago
Phrase update
34 Days Ago
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34 Days Ago
merge from store-ui-frontiersman
34 Days Ago
Frontiersman store page localization fixes
34 Days Ago
Further reduce ore count density by 15% to match release values
34 Days Ago
VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix light fog strength Put fog mode in it's own category and add nice icons to them https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants, remove bRenderFogClipmaps for LightBinner::InitFromParent and disable fog shadows Make sure this is properly inlined to never trash cache Make fog lights buffer persistent with the volumetric fog's lifetime
34 Days Ago
Fix error spam about animator param not found
34 Days Ago
Update: DPV stops all sounds when no longer simulating In theory, there were edge cases where previously it was possible that some sounds would not be cleaned up. Tests: rode the DPV, jumped off at various points, picked it up and redeployed. Noclipped around the area
34 Days Ago
Update: MovementSounds releases sound resources on disable - Also got rid of IOnParentDestroying implementation - it's handled by OnDisable now Tests: ran in water. Killed self mid run to test onDisable - all good
34 Days Ago
Update: Minigun and Fishing Rod drop their sounds on destroy/cleanup Tests: Spooled up and fired the minigun with switching in between. Fished with switching at various stages(holding, throwing, fish catching, fish pulling).
34 Days Ago
better logic icon
34 Days Ago
Bugfix: Ignore sound fadeout requests on retired sounds Because sound is a shared-ownership resource and we have scenarios where owners don't know that the sound sometimes has been retired, we need to be a bit more permissive with existing cleanup logic. Tests: Had a fish bite with the fishing rod, started pulling then switched over to a different item, then tried fishing again - with sound pooling this would sometimes throw, but not anymore. Confirmed with audio logs that bad scenario did happen but didn't fail.
34 Days Ago
Frontiersman video
34 Days Ago
Button + Switches
34 Days Ago
GameObject,GetBounds() works with MeshComponent
34 Days Ago
Fix stat names
34 Days Ago
Door/Button previews
34 Days Ago
Mesh component center origin restores child transforms
34 Days Ago
Fix scene.get embedded nodes for non-target inputs https://files.facepunch.com/ziks/2024-10-02/sbox-dev_FG2liuGeku.mp4
34 Days Ago
Fixed broken collision mesh for rock_formation_huge_c
34 Days Ago
Add all properties of mesh component to sheet, filter the ones we don't want