256,095 Commits over 3,990 Days - 2.67cph!
Allow deserializing enums by name
apartment letter box - new prefab and breakable doors
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Added right click option to create SupportsSolids entities in Entity Tool with the Block Tool
Upon creating entity via Block Tool, select the entity, not the mesh
New Clothing Piece - Hoodie
Dark Green Hoodie - LODs and further skin weight adjustments to follow shortly.
https://files.facepunch.com/daniel/1b1111b1/ApplicationFrameHost_gIIAhFRpnj.png
Launcher (#355)
* Add Launcher widget to the Editor, lists active addons for you to launch into without having to use the main game UI
* Can also create your own configs
* Set active gamemode on launcher config update - Hammer "Load in engine after building" will pick from Launcher
https://files.facepunch.com/devultj/1b1211b1/178105449-7c4e6231-3c2a-4567-b0af-5aed3799578e.mp4
Animgraph: Fix condition sorting
Fix Spritecard not clipping through user clip planes (Fixes physgun beam reflecting through water)
Upgrade d3dcompiler library for client loading, fix reflection with version v7
Remove minimum size from launcher, add margin, validate SelectedConfig when buttons get updated
Add ComboBox.Count
If we've got absolutely no valid configs, generate one
Animgraph: Fix condition sorting (again)
Merge branch 'master' into collisions
Switched LOD system on prefab cubes to unity's LOD as it works in screen space instead of distance, this means large blocks will cull from further away
Disabled batching (not compatible with Unity LOD) - all of these materials have GPU instancing enabled so they should still be reasonably efficient
Do a full copy of path segments just in case for some reason they're cleaned up
Added clientperf_detailed to return up to last 1000 client frametimes, switched clientperf to StringRaw()
Add Vector2 to RenderAttributes
All tiled cube prefabs now use a RendererBatch and will get culled at 150m
End shunting prematurely if a collision happens
Add --json support to listtoolcupboards
Merge from listtoolcupboards
Show one signal light if there's a train car but it's not an unloadable one
- Coaling tower now detects train cars that aren't unloadable, and allows shunting them too.
- Simplified the amount of possible interaction states in the coaling tower UI.
Average fps more accurate for first 60 seconds (not perf 6 fps)
Log last 1000 frame times (rolling buffer)
Backup 2022/07/13 03:50:00 UTC
Return current performance info (report isnt updated when menu is open) and fix json
Citizen/animgraph: bunch of updates
Implemented the new b_deploy parameter on the Pistol branch, renamed draw anims to deploy, & various other little tidbits
Merge Main -> Trainyard Update
Marketplace tarpaulin meta file fix
- Trains now support shunting forward and back one wagon at the coaling tower controls. Still some work to do on it.
- Added button press/release/failure sounds.
Added network version & protocol to serverinfo, status command can return json
PerformanceReport gathers all performance numbers, sends json blob & can include requestId to coorelate responses & can optionally return json
Editor errors list (#360)
* Error list for the editor, gathers compile errors and takes you straight to them in your code editor
* Right clicking error gives you a context menu of Open in Code Editor or Copy Error
* Disable compile errors going to console whilst in tools mode
* When a build error occurs make sure the errors list dock widget is open.
https://files.facepunch.com/matt/1b1211b1/sbox_yu3L3pwgEx.png
Selected addon ident filters properly
On build errors auto open the error list, show a little status bar message saying you fucked it. Was hoping to do this as a widget in the status bar but it would not work at all.
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Fix compile error on client from effect_exploit_fix
Launcher: Clear ListView selection on refresh, so we're not selecting multiple items
Games with "Empty Map" are supported by Launcher
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Add --json option to most text table commands:
stats, playerlistpos, listvendingmachines, players, teaminfo, subscriptions, pool, print_prefabs, print_assets, packetlog, rpclog, playerlistpos, scalars, weather.report, print_approved_skins, monuments, combatlog
Added tarpaulin to the marketplace terminal
Default forceUnloadBundles to true to match current release behavior
Include target entity id in content report
Clean up AddonProperty, support Empty Map as a map option
Fixed disabled addons showing up on AddonProperty's Package list
Use old behavior for FileSystem_Warmup.GetAssetList unless running asset warmup in the background
Revert some of the changes made to the non-async asset warmup implementation
Add back pawn's hud rendering
Better way to check if player is dashing, to disable bob
Asset warmup will no longer use async asset loading when global.warmupConcurrency <= 1
global.warmupConcurrency and global.preloadConcurrenct default to 1 so async asset loading is not used anywhere by default
global.asyncWarmup defaults to false, and will now enable running asset warmup in the background when set to true
Disable footsteps and bob when walking/sliding
DebugOverlay for entities
Bit of cleaning
Merge from cui_texture_cache
^Merge from effect_exploit_fix
Bit of cleaning
DeathmatchPlayer -> BoomerPlayer
Minor changes
Hooked up ocean scale to weather.
Backup 2022/07/12 21:50:00 UTC
Possible fix for f96afe8f192318743adbf8e0d929e925 (WagonC) GUID error