247,216 Commits over 3,928 Days - 2.62cph!
Merge from root_label_fix
Revert "Include ReflectionTextureColor in all the layers", it's unlikely we can manage to do SSR with roughness fast on translucents, and this causes the issue that SSR reflections from opaques will be drawn over smoke or translucents
This reverts commit 8cce50baf03cd7f93e7c89c75dde46319412aff9.
Water uses Emission & Schlick fresnel rather than Albedo for refraction
Remove Reflection mode from water, do it all inline, it's overcomplicating things and the way to do this is being changed, it's unlikely we can manage to do SSR with roughness fast on translucents, go back to Albedo rather than Emission for now
Editor.ForceLabel will now apply the label to the root gameobject even if a non-root object is provided
This would have fixed several issues over the past week with StringPool not correctly generating all of the strings and throwing exceptions during builds
Add ScreenSpaceTrace as a generic, simpler class for doing screen space ray tracing, move reflections.hlsl to use it
Allow players to pick up any sleeping bags/beds if they are in building auth, even if they are owned by other players
Updated TTT Russian localization (Community Contribution)
Improve DButton center alignment X-axis text inset handling
Fix "Invalid string command" false positive
Implement `-StaticPropSampleScale` & `-StaticPropBounce`
Added some placeholder quality level functions to TerrainTexturing so I can remove global quality level going forwards.
Return no quality change for now. Need to figure out which quality settings will need to be monitored for change here still.
Fix CameraEditorTool LookAt
Now keeps scene focus after look at button is clicked
also keeps the camera component selected after the look at target has been picked.
Deleted leg animator assemblies
New: support xml-style errors from API
Allows to see more details about what's going wrong with the request(Azure SAS errors are xml)
Tests: got the SAS error locally, saw the logs in ServerManager
Bugfix: don't use a closed stream when retrying backup uploading
If we fail the upload at the point of consuming the stream (so passed backupBegin), it will close the stream and fall over on Position call, making retries useless.
Tests: when running own server it was erroring out on retries with stream closed exception - not anymore.
Bugfix: Don't wait after last upload retry
Tests: Saw the uploads fail, didn't see the log after last attempt.
Update: renamed file back to BackupData
I shouldn't have renamed it in the first place.
Clean: removing obsolete property
Tests: local run was able to upload files
Bugfix: respect the cancellation token when fetching a response of request
Update: limit how much time upload routine can take
- also add extra logging around processGuard semaphore
Tests: tested the entire flow by triggering 5 snapshots
Bugfix: use the right token for some async ops
Bugfix: avoid unlockign semaphore from the wrong thread
If it would time out during the wait period, it would release the semaphore in finally, leading to break of unique ownership promise
Clean: remove ITask inheritance from UploadPerfSnapshot
It used to be a task at the start, but not anymore
Update: review feedback
- dispose of the nested CTS for perf snapshot uploads
- Use async copy when creating an extra stream to send backup files
Tests: full local server flow + 2 snapshot uploads
Merge pull request #7 from Facepunch/DebugImprovements
Minor fixes and more verbose HTTP errors
Avoid div by zero in Gizmo.Draw.LineCylinder
Horse legs IK setup, still wip
unarmed anim folder and anims (taken from v3 and will be updated with v4 exports but contain valuable clip meta)
added wood_trim_polished_blend_03
update wardrobe_01
Use large plane for water
Add plane_large.vmdl for large subdivided plane
Initial navmesh link editor
https://files.facepunch.com/lolleko/1b0411b1/sbox-dev_tfs96azAGk.mp4
Added closest fragment depth sampling for motion vectors sample and fixed history texture format
Modify sight checks to use bounding box top instead of bottom
Fixed Lua error in DTree_Node
Fixed Lua SWEPs not using the correct localization strings
Also removed some useless localization tokens from garrysmod_english.txt
Fixed Lua error with DTree node having 0 child elements
Fixed base Lua SWEPs not using correct localization strings
Also removed some useless strings from garrysmod_english.txt
Fixed unicode addon name display for WorkshopDL
Merged Pull Requests
* Localization support for crosshair customization
* Added Entity:AddSpawnFlags, Entity:RemoveSpawnFlags and Entity:SetSpawnFlags
* Optimize DLabel autostretch behavior
* Cache gamemode table for gamemode.Call and hook.Run
Make bursts feel more natural
Refactor Autotile serialization so we can support stuff like merging
Fix erasing Autotile updates
Save merge state to Autotiles, and fix SetAutotile override not working as intended
Finally got merged autotile working, visual still displays incorrectly at times however
https://files.facepunch.com/CarsonKompon/2024/December/04_12-02-FearlessAruanas.mp4
Cache result of gmod.GetGamemode() in hook.Run (#2075)
* don't call a C function in hook.Run
* cache gmod.GetGamemode() instead of using GAMEMODE/GM
suggestion by @Astralcircle
* removed unused declaration
Cache result of gmod.GetGamemode() in gamemode.Call (#2157)
* Cache result of gmod.GetGamemode() in gamemode.Call
* Missing empty line
* Formatting
added mask to 3p shields animations so the prop bones are used and edited shields held postions/holster postions
Don't upload "breaking server rules" from the server either
Add option to report players for breaking server rules via the F7 menu
- events will only be sent to game servers
Optimize DLabel autostretch behavior (#2089)
First pass on making scientist aiming feel fairer
Refactor scoring a bit, should resolve scoring issues
changed carving/smoothing to use a flat-ended capsule (sphere where the carve starts but with a flat cap) and use a constant depth, oriented to the player's view when carved
- makes carving feel more consistent at different carving sizes as you couldn't easily see how deep the carve would have been before
- Improved raise power
- Adjusted angular drag
Ensured drawbridges can also be repaired again
▊▋▆▋▅: ▊▇▌▋▉ ▊▆▉▋▇ ▍▋▆▉▌ ▅▍▄██▊▇ ▄█▇ ▆▌▍▊▅▄▉▊::▅▊▍▅▄▊▇▌▅▄
▇▆▄▊ ▅▉▄▋▋▋▇ ▉ ▆▆█▇▆▋▇▍▉ ▇▇▄▅▌, ▌▍▍▇▄▉█▆ ▋▆▆▊▋█▉▇▆▌ ▆▊█▊ ▋▊▇▊▉▆▉▍ ▌▄ ▉▇▊▅▌▇▊ ▌▄ ▍█▅▄▊▄▌(▇▆▄▉▋██▆ ▅▆▍█▍ ▆▋▌█ ▆▅▇▌▇▉▍▆█ ▉█▆▉▉▋▉▋)
▌▆▌▆▆: ▄▌█▍▉▇▅▌ ▌▆▊▋▌ ▉▊▍▍▊▅ ▇▇▌ ▄▍▉ ▊▆▌▆▇█ ▍▅ ▄▄▉██▍. ▊▄▉▋ ▆ ▉▌▋▅ ▍▋▌▉▋▍▍ - ▆▌█▇▍▄▇▊ █▋▊ ▊▋█▅▉ ▉▋▉.
Ensured siege tower can be repaired again
Tweak wording on External Changes dialog to make it more clear what the options are
Only ever show one External Changes dialog for a scene