255,801 Commits over 3,990 Days - 2.67cph!
Eliminated all per-frame main menu allocations
Call UpdateFullFlag for the vehicle when a BaseMountable is mounted or dismounted
This was already the intention but BaseVehicle's PlayerMounted and PlayerDismounted are not called when restoring mounts from a save
Added Util.GetPositionMins and Util.GetPositionMaxs. Added support to rotate (R) a selection of blocks before pasting them with the Duplicate Blocks Tool (there's a slight half voxel offset on the preview atm when rotated 90 or 270 degrees...)
Revert "fire extinguisher - removed gib"
This reverts commit d9b281e6f6f274ceddd6f6db8d86b08d0c24e4fe.
Merge branch 'master' of sbox
Fix viewmodel depth pre-pass not setting flags properly and rendering more than it should
Ensure our planar reflections don't exceed the framebuffer size
fire extinguisher - removed gib
Merge branch 'master' of sbox
Possible fix for leaderboard bug when clicking on invalid replays
List/Dictionary property editors work with IList / IDictionary (used by [Net])
I tried doing it within CanEditAttribute.CreateEditorFor, iterating over interfaces the type implements but it ended up being a huge sprawling mess.
So just did a plain and simple [CanEdit] of both List<> and IList<> on the same editor
ceiling light - fixed colour
Merge branch 'master' of sbox
fire extinguisher - lods
fire extinguisher - lod adjustment
Merge branch 'master' of sbox
Add extra information to each editor tool (width, height, depth) and show axis on some
Outfit Adjustments! - Fixes to a bunch of Clothing / Better Layering
I have adjusted the flannel shirt, hawaiian shirt, tanktop, v neck, chest armour, leather coat. Plus this, I have created an alternate colour for the flannel shirt, which should show off the colour variations we can have in the future for clothing! FYI, layer one clothing (shirts) the shirts now use extra geometry of the citizen, meaning the chest area is hidden when the shirt is selected. Meaning some gamemodes that are using these shirts, may need to hide the torsos on the citizen.
Backup 2022/06/23 12:40:00 UTC
Remove DevShader from voxel shader
Fixed post process ordering
Much cleaner / simpler way of fixing jitter
Fix Theme.DrawFilename if there's not enough room for the directory
Dictionary<,> property editor, probably looks a bit shit but can't think of how to shag it up
https://files.facepunch.com/matt/1b2311b1/sbox_uEj3AVv3OB.png
Citizen/animgraph: fixed pose choice weights
Make some additional changes to block updates per tick
Fix Warning on sbox_glass and volumetric_fog, push object files for water and glass
Remove references to reflex sight
Make full shader compile optimizations always implicit, make dev shaders compile with full optimizations
Some changes around outgoing block updates to make sure only the latest update is sent
Fix tool positions in the selector radial menu (sort alphabetically by type name)
Do correct footstep sounds for the block the player is walking on
Added BlockSoundData to BlockResource and support in AssetBlock
Add a display slot number to the EditorHotbarSlot
Make some adjustments to building range
Added BlockGhost. Refactored how blocks are placed by players. Try to guess where the player wants to play it if they're looking over an edge
Added VoxelWorld.GetBlockType overload for position
Merge from inventory_idle
Fixed canvas oversize for inventory UI
Unsaved anim & controller changes
Citizen/animgraph: added IdlePose_07R/L, added more weightlists, added more comments
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merged 6837 (6739_unity_upgrade) branch to 6739 (last live commit) to make this branch up to date with release branch and not the latest on main (which was all the wip stuff)
Only copy framebuffer for backdrop/blur if drawn on a dirty region
Only include valid blocks in initial set
Respect BlockType.ShowInEditor
Add BlockType.ShowInEditor
Print friendly name instead of unique ids in logs
Add a bunch of .block types and remove the old ones as classes unless they contain logic that can't be handled otherwise
Add BlockTextureList to BlockResource so directional sprite names can be specified