256,226 Commits over 3,990 Days - 2.68cph!
Fixed missing server cull tag on salvaged sword world model, removes a useless transform on the server
Initial implementation of ferry queueing at docks
Remove PlayerInput, ItemCrafter, PlayerBlueprints and SteamInventory components from all scientists and dwellers
Add mesh culling to various prefabs with shadow boxes
Disable shadows on table lods in lighthouse
Merge from trainyard_update
- Added a small new utility class, NetworkedProperty<T>. Handles the boilerplate code for a property (of any type) that's network synced to the client any time it changes.
- New PercenFullStoraageContainer class is a storage container that syncs how full it is to the client, any time its contents change. OreHopper now subclasses this.
- Moved LootTypeIndex back into the CoalingTower script, and changed some protobuf data.
Hud Tweak and Round Timer
Fix vitals sized incorrectly
Updated Shader
Updated GiveAll command
Added Health and buckshot pickup model
Update test_movement.vpk
Backup 2022/07/19 21:50:00 UTC
Remove bullshit from soundevents_core
cctv globe - lod 0
Merge branch 'master' of sbox
WIP monument puzzle setup.
- Coaling Tower is now an IOEntity instead of a StorageContainer.
- Added StorageContainer entity for the ore hopper.
- New OreHopper StorageContainer subclass shows the visual ore level, and handles some other aspects that CoalingTower used to handle.
- Started setting up the keycard and fuse box.
- Protocol++
Sort out ragdolls
Add CitizenPanel, used to draw citizens onto UI panels
Rewrite how we display avatars on the hud, use CitizenPanel
https://files.facepunch.com/devultj/1b1911b1/sbox_cv8pKPUmZB.png
Add lock abs transform scope guard when updating graphs to avoid IsValidToRecomputeTransformState assert
Updated egg suit item and store description to state it'll be released publicly in 2023.
Fixed DangerArea particles not being destroyed sometimes
Fixed avoidance bug, some more tidying + optimizations
Made changes on the marketpalce terminal
Tiled lighting for envmaps and lighting on standard shading model 🏃♂️💨
Re-implemented split-screen without using RTs
Letterbox tweaks to fix split-screen !release
Build !switch
Attempt to disable post-processing if not supported
Also more logging
Check if RT is supported in StageIconGenerator
Fixed new split-screen on !switch
Particles respect split-screen !switch
More attempts to disable RT usage when needed
Added --no-postprocessing switch
Disable post processing in another place
Fixed pause screen medals being duplicated !switch
RenderSpriteSystem fallback for SM < 5.0
Bump game version for !switch
Revert "Fix normals for valve standard shading"
This reverts commit 29c62c8422ec364a9acb104da4bc58a12e0ea8ae.
Fixed 'Unhandled RPC' error on map cleanup with ParticleSystemEntity
Backup 2022/07/19 15:50:00 UTC
RenderSpriteSystem fallback for SM < 5.0
Fixed PhysicsJoint.CreatePulley always returning null
Upped Heavy Attack ability cooldown
Initialize everyone's score, even if it's 0
Avatar separated, show score & placement borders
Switch order of sorting operations for performance
Decreased chat padding
Add Clash (Free For All)
Merge from furnace_ui_rework
updated wooden signs model, textures, lods, gibs, icon, prefab
Ensure GetIdealSlot is in #Server
Do Plat_ExitProcess so we don't hang, and will catch shutdown errors
Add gpu info to crash logs
Merge from furnace_ui_rework
Health Pickup model
Correct materials
Replaced a lot of the maths with simpler trig functions
more dog rig source files
Remove MOVETYPE_*
Most of the move types were unused. We want all the movement logic in c#, we don't really want c++ doing special things. So there are basically two move types - KeyFramed and Dynamic. We shouldn't need to explicitly define these. If the entity has a physics object and it's dynamic, then it's 2. If not then it's 1.