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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).
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.
GameObject,GetBounds() works with MeshComponent
Mesh component center origin restores child transforms
Fix scene.get embedded nodes for non-target inputs
https://files.facepunch.com/ziks/2024-10-02/sbox-dev_FG2liuGeku.mp4
Fixed broken collision mesh for rock_formation_huge_c
Add all properties of mesh component to sheet, filter the ones we don't want
Reverted recent godrock changes to fix terrain gaps
let dpv be picked up with fuel and give you the fuel if you do
Bradley logs wrapped in unity editor checks
LightBinner::InitFromParent and disable fog shadows
Tweak operator node sizes to match input count
https://files.facepunch.com/ziks/2024-10-02/sbox-dev_Nv5hjvflDz.png
Clean up resource.ref / scene.ref node titles / descriptions
https://files.facepunch.com/ziks/2024-10-02/zZzwIo8N8R.png
using parallel call to populate water flow from shore vectors
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not serializing flowmap, we can just generate it on load
Bugfix: AmbienceEmitter now drops occlusion modulator on fade-out
Tests: noclipped around Craggy with audio recycling logs on - no NREs
merge from world_update_2
bucket with no lid vmdl added
added additional checks to dpv mounting to make it harder to get stuck
Use EditorWindow for FileDialog parent here, fixes component type selector crash
Disable underwater blur when using underwater_cinematic convar
Added prop opffset support when holding a left hand dominant entity
Leaderboard backup, run #
14356
Refactor held entity aim settings so we can toggle which is the dominant and non dominant hand (to support left hand parented weapons like bows)
Added option to only apply hand aiming while in ADS
Rebuild manifest, includes missing cliff rocks
Remove old spineIkAimOffset system, superseded by new components
Fixed left hand IK not getting applied when switching between weapons
Finally fixed up/down spine look appearing incorrect and tilting to the left, legacy aim offset animator layer was being enabled and affecting the final pose
Fixed pose solver breaking if the held entity is missing a non dominant hand IK target
Added throw support to pose editor
Removed right hand pose component entirely
Added basic camera rotate and pitch controls to edit scene