255,042 Commits over 3,990 Days - 2.66cph!
Cleaned up ziggurat blockout FBX and other related assets. Cleaned up ziggurat scene. Started adding blockout bamboo scaffolding kits.
exported edited tiger gait anims
Improvements to how delta snapshots are stored. Make sure we apply all snapshots so long as the last processed value for an entry has an older snapshot id.
Match old clone behavior and clone properties in alphabetical order, some games rely on that 💀
Merge: from main
Tests: none
Update: new ProtobufCodegen bins + ran generation
Moved my utility funcs for reading u64 from buffers from Rust project to the library itself
Tests: played back craggy demo
Add clone tests to master
Buildfix: remove no longer existing method
Tests: editor compiles in Client+Server
Add more ResourceCompiler functionality
Managed can override compiling of any resource
Submitting panther rig to tiger branch
Update: add VarInt U64 buffer read&write utility funcs
Allows to avoid interacting with a stream and it's bookkeeping.
Tests: Used as part of server demo playback
Added player gibbing, damage system wrapped in TraceAttackInfo.From( tr, ... ), added DeathmatchDamageInfo [temporary, I wanna see what we need to add before thinking about merging to DamageInfo]. Explosions will create every gib.
https://files.facepunch.com/devultj/1b2211b1/sbox-dev_3gY6EMu0Bd.mp4
Cache workshop item state and only query if needed. Reduces workshop screen button Update() from over 4ms a frame to 0.04
Tweaked battering ram cockpit colliders
Gas Cylinder gibs and explosion setup
Have tiger often retreat into stealth after landing an attack
Don't try to use shaderFloat16 either since this is only avaliable on gtx1660+
Make tiger slower 90% of the time (but keep explosive sprint), fix incorrect hurt anim direction, fix sharp speed changes, balance vision and encounter timer for stalking, reduce charge range
don't require everyone to have a raytracing capable gpu (:
Merge from surrender_gesture_restart_fix
Add BaseWeapon.DeployTime, resolves #86
Add data annotations to GameConfig
Add Crowbar hit sound
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Use descriptor set for vertex cache so that it doesn't need to be set with an attribute (which would be set too early if resize is needed)
Cancel any active gesture on player disconnect
merge from primitive -> aux2
merge from primitive_gm -> primitive
Fix tech tree buttons returning the wrong tier of tech tree
Refactor into `TechTreeData.IsAllowedInEra( era )` to keep logic clear
merge from lunar_new_year_2025
merge from isolate_Jan_wipe/LNY_merge_release_friendly
cherrypicking lunar_new_year_2025
Wrap IResourceCompilerContext
Find "$compiler" in resource json and launch compiler
Resize vertex cache buffer when out of space
Add rotation toggle and face cullmode options in foliage billboard shader. Update all relevant materials which had the old unused _Cull property with the default off.
Use remaining bytes in extra shader data to hold base vertex cache offset, add another vertex id lookup buffer relative to meshes vertex buffer size offsets - this allows correct indexing into cached vertices while remaining backwards compatible
Compile shaders
When running "Populate T0" in tech tree editor tool, ensure that only items that are allowed in the era populate the tech tree
Leaderboard backup, run #
17045
Add TextureGenerator boilerplate
TextureControlWidget poc
Fix NRE in SpriteRenderer when texture is null
TextureControlWidget creates a child ResourceControlWidget instead of trying to be one
Draw texture preview
Standardize internal way to async replace placeholder textures
Add Sandbox.Utility.ForAsync
TextureGenerators are async
Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup
Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits
Add TextureEditorPopup
Clean up TextureControlWidget
Add Color.Rgba16 (half based color)
Add Bitmap class
More bitmap stuff
Bitmap draw and bitmap pen
Bitmap drawing fixes
Bitmap clone, IDisposable, IValid
Merge from cmbrainenabled