256,213 Commits over 3,990 Days - 2.68cph!
Fixed pause screen medals being duplicated !switch
Updated textures of the marketplace's tarpaulin
Backup 2022/07/19 09:50:00 UTC
PhysicsEnabled works on client
Forgotten prefab (player_preview)
Fixed RustCamera NRE in edit mode
Clean up physics debug draw, color static, keyframe, dynamic in different colours
https://files.facepunch.com/garry/f91c71d9-336b-4c1a-b471-f9a5c7962627.jpg
Fixed player preview not setting global_SkyReflection (breaks certain shaders under certain conditions)
delete IPhysicsPlayerController
Delete IPhysicsShadowController, simplify
Fixed lighting not updating completly when changing reflection.quality convar
delete positionwatcher from vpc
Tweaks to reflection quality 0 and 1 in order to better match the brightness of reflection quality 2 and 3
Entity.Position no longer sets body positions
There was a hack here.. when players respawned we obviously set their positions to the new spawnpoint. But then their keyframed physics hull would rush to that position (via ForceUpdateIfKeyframed).. which hit anything in its path. Snapping the position was the wrong move here imo, I will explore alternatives.
delete positionwatcher.h
Got phys_debug_draw working again
Remove unused
Copy player tool will now save textures and materials to disk if the piece of clothing/held entity is skinned
Moved GetIdealSlot and GetIdealContainer to serverside to fix furnace slots once and for all (and break some existing behaviour I'm sure)
Extra cine wep/tool prefabs. Backups
Minimise (where possible) changes to item pickup notice transforms
Move Sandbox.CodeEditor -> Tools.CodeEditor - this does mean we can't open the code editor in non tools mode but does that matter?
Define CodeEditors in tool addons, add VSCode support
Basic editor preferences window to specify preferred code editor and default project location
https://files.facepunch.com/matt/1b1911b1/sbox_TaO9t1R3oN.png
Backup 2022/07/19 03:50:00 UTC
Allow the railgun to hold more rounds
Allow custom respawn times
Turn prediction off on projectiles
Will take a bit of exercise to make these things lag free, just smooth em out and rid of console spam for now
Don't add weapon to inventory if you already have one
Fix ammo not getting picked up
Tweaked scoreboard ui
Show nailgun and gl in killfeed
Add global.clearugcentitiesinrange (eg. clearugcentitiesinrange 5,5,18 30)
▌█▅▌▅▌ ▌██▋▆ ▆▋▊ ██▌ ▇▉█▆▆▅▇▍ ▄.█
WIP health pickup particle
Scale out of zone bounds coordinates down on the nexus map so markers shouldn't appear over the wrong zone when far in the ocean
Early exit from update if map isn't open
Improved the "friction" help for lining up wagons to unload.Now variable based on train velocity and distance to the perfect spot
Allow health and armour overheal decay per sec over 100
Update viewmodel offset
Fix controls missing on campfire (again) and off phrase
Backup 2022/07/18 21:50:00 UTC
Remove warning I left thinking it was dead code
advertising board - prefab with breakable glass
advertising boards - lods
Merge branch 'master' of sbox
Split up loot panel into fuel vs materials
Large furnace speed increased from 12 -> 15, material slots from 4 -> 5
Added jobs for obstacle avoidance
Fixes and Adjustment to Jumpsuit Outfit + Colour Variation
Fixes to the lowpoly, textures and skinning. Plus LODs have now been added as well as a blue coloured variation.
https://files.facepunch.com/daniel/1b1811b1/slack_Vk0gTN69pu.jpg
Disable post processing in another place
Increased transition speed on Environment Collection to fix issues where some areas (like underground tunnels) were not darkening fast enough
Coaling tower emptying FX prefab & related files
Tweaked ambient multiplier for the BuildingVeryDark environment type. Should no longer be pitch black
Reverted eye-adaptation and autoexposure because it was causing too many visual issues
Tweaked post-process profiles to be closer to original values but kept ACES for now. Will revert to neutral depending on feedback
Lowered sunlight intensity to 12, which is 50% stronger than original
Move the error list from Sandbox.Tools to tools addon
ErrorList keeps a static list of diagnostics for when the widget is hidden/shown as well as hotloading
Use lovely new managed ItemListWidget instead of ListView for ErrorListView