243,413 Commits over 3,898 Days - 2.60cph!
Updated Journal styling again. Resources -> Tiles
Updated a few Tiles, added Bricks
Added Stonecutter
Added Stonecutting Skill
Added Brick Wall, created Default Tile Item
Removed all Tile Item prefabs and created generic Tile Placer prefabs which tile placing items use
Added Free Shipping Skill
Created PreviewTile and created Icons for Tile Resources
Added Industrial Table and Industrial Skill
Fix Required Skills on all Skills and on SkillsPanel
Moved PlaceSound to TileResource
Added .sbox to gitignore
Give CraftingRequirements [InlineEditor]
Added color input/kv for `func_water_analog`
Episodic headcrab models
They have ceiling animations for ep1 + lamarr merged model
Fix missing Ladder.WoodStepRight/Left soundscripts (ep2)
Merged gman model
Remove missing skins from certain PHX props
concrete_barrier00.mdl
concrete_barrier01.mdl
box_torpedo.mdl
box_amraam.mdl
Minor code cleanup
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All paths (road / rail / powerline) avoid mountain topology
Added radius check to SpawnHandler.CharDistribution
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lowered tea sell order probability and increased refill rate to repopulate much slower
Climbable surface
Remove unused asset
Triplanar on opacity
Update playground
adjusted DPV health
adjusted waterwellshopkeeper inventory
Reduced river rocks density by 50 percent according to feedback
Added TerrainHeightSet to godrock to prevent it from being placed too deep in the ground as per playtest feedback
Get underlying type for nullable handle config
Add handle configs for Resource, Rotation
Add name, icon to scene.ref / resource.ref nodes
https://files.facepunch.com/ziks/2024-09-30/sbox-dev_ANMFj2w5Em.png
Mark scene as changed when action graph is edited
Update: Implementing retiring of SoundModifier
Tests: none, trivial change
Added Journalist Quests, implemented journal progress
Unlocked skills now animate in
Added `give_levels` command
Fixed terrain hole at the bottom of hill cliffs
Optim: Recycle footsteps earlier
Previously sound would get recycled when the effect would be destroyed(1.7s), but it happens much later(instead of 0.5s)
Tests: Ran around on craggy - coast, grasslands, water.
Update: Log Sound stop-and-recycle requests
- Log level 3 for Audio
Tests: observed logs when running around (footsteps)
Fixed not being able to build on cliffs
Rebase fixes
Use ContextMenu
Update Journal Ordering
Swap around a few item ids
Fix ruby chunks
Fixed TooltipPanel not resetting classes between tooltips.
Update gitignore, package references
Initial
Assets have colors - these all suck right now, will go back through and pick some less sucky colours later
Preview tweaks
Search widget
Asset popup, will turn this into something more tooltip-oriented later
Split left / split right
Chips from tags
Tweak styling, move current project to top of asset locations list
Implement chip tag filtering
Initial cloud browser, separate from asset browser
Initial tabbed asset picker w/ both local and cloud assets
Usual Map Updates
https://files.facepunch.com/daniel/1b3011b1/sbox-dev_zORwTYTrFM.jpg
https://files.facepunch.com/daniel/1b3011b1/sbox-dev_vR7kiXpkKJ.jpg
https://files.facepunch.com/daniel/1b3011b1/sbox-dev_PjFP7Ohmrk.png
Added second river back to 3500 size maps (removing it didn't help monuments)
Removed lake and oasis from 3500 size maps
Cloud asset tweaks (#1666)
(.sbox folder, version-pinning fixes, manual update flow, searchpath prio fix)
Added incendiary and explosive boulders
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merge from water_well_fixes
increased cull distance on frontier weapons
Show notification on Journal Page when you get a new entry
Don't show quests as hidden when completed
TilePlacer can no longer place on dig tiles
Added Resources to Journal
Added Mobs to Journal
Can register Tile and Mob entries in the Journal
Added Names and Categories to every single Item/Tile/Mob
HCR viewmodel - re-deleted anim events to fix addtional bullets flying out during reload
Update: updating audio debug output to make cross-referencing easier
Tests: Rode a zipline on Craggy, was able to track the looping sound
Bugfix: Zipline stops playing audio when reaching the end
This avoids trying to fade out a sound that was already recycled due GO being destroyed by server. Haven't found a better solution.
Tests: on Craggy with sound pooling enabled, used the zipline twice, then noclipped out in the distance, and rode the zipline twice - no NREs. Logs also didn't show double-retire
Only spawn 1 river on maps <= 3500
Only spawn 2 rivers on maps <= 4000
Converted TerrainTpologySet to TerrainTopologyAdd on legacy arid formations
Expose physics substeps control to scene inspector, resolves Facepunch/sbox-issues#6480
Allowed reeds to spawn along the rivers again
Tweaked reed scale to be more realistic
Human: added constraints on biceps that makes the lower part of arms subtly rotate away as the arms bend, similar to what happens with legs + various misc. things (anims, fixes...)
https://files.facepunch.com/maxlebled/1b3011b1/elbows.mp4
Tweak build script to make sure everything uses Release mode
Mark texture getters as pure
Use new icon style for resource.ref nodes too
https://files.facepunch.com/ziks/2024-09-30/sbox-dev_OP78bw1BAw.png
Leaderboard backup, run #
14314
Fix water well NPC refreshing sell orders when server restarts
Don't use MapStartupScene when loading a Scene Map, we can load it directly
WIP game object thumbnails in graphs
Refresh object thumbs when scene saved
Node icon tweaks
https://files.facepunch.com/ziks/2024-09-30/sbox-dev_6XFZEVyCvd.mp4
More scene.ref node icon tweaks
https://files.facepunch.com/ziks/2024-09-30/HZYdyW9buu.png
Frame scene ref target on double-click
https://files.facepunch.com/ziks/2024-09-30/sbox-dev_Fb3jaAbxNS.mp4
Added Journal Tab to GameMenu. Optimized GameMenu's Tabs and Pages further
Created JournalPanel and JournalEntry
Added Seen/HasSeen to CharacterSave
Proper Journal Styling and Item implementation for JournalEntry
Journal Tooltips
Seen/HasSeen now uses a state instead of a bool
Update: rewrote the comment
Forgot to press save in VS before submitting.
Tests: none, trivial change
Update: Allow use of client-side commands for GameSetup in Editor context
This simplifies some testing scenarios.
Tests: Boted craggy with a couple client-only debug commands - they changed as required