255,093 Commits over 3,990 Days - 2.66cph!
Updated spawn.procmap.v3.prefab
Horse audio
Some anim improvements and optimisations
This needs to be reset before dragging
Horse lateral damping back to 3, reduced when skidding
Better handling of drop traces when below grid, trace to plane using last traced height https://files.facepunch.com/layla/1b0811b1/sbox-dev_QR4dwTeq7E.mp4
Texture.Depth returns 6 for cube textures - Fixes getting pixels from cube textures
Fix damage indicator showing for local player when shooting bots
Merge branch 'main' of sbox-deathmatch
Make bots shoot at players and other bots
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Fix CRenderThreadVulkan::OnReadPixels not reading from volume textures properly, it was using src slice as array layer
WIP reload rotation fixes
Add Scene, Prefab, and Sound to the top of the New Asset menu for ease-of-access. Resolves Facepunch/sbox-issues#7003
Modify era editor window so you can select an era and see what items are blocked
- default is "none", will show orange for unassigned items
- selecting "primitive" will show red for blocked items
Add Projectile with common functionality, RpgProjectile derives from it
Moved GaussWeapon into its respective folder
BaseWeapon can check / take ammo from name (good for secondary attack)
Give MP5 grenade launcher secondary attack
RpgWeapon structure cleanup
Mp5: Fixed not being able to secondary attack if we run out of primary ammo
Bugfix: no more duplicate players when playing a client demo on server-editor
Now there's an issue with disconnecting/destryoed players - about 8 NREs about acessing something dead during BasePlayer.ServerCycle
Tests: played the same demo - max players was 20 instead of 1k
Added [TargetType] attribute so you can only select a `Type` that derives from the target type. Resolves Facepunch/sbox-issues#7345
Added "None" option to TypeControlWidget
Ensure Facets are always reset in Cloud Browser
Added Type Filter to Cloud Browser when not already filtering by type. Resolves Facepunch/sbox-issues#7031
Fix strider stomp attack creating invisible ragdoll with Keep Ragdolls
Added an ever increasing counter to poster file names
Updated C_RPG.MDL to use correct muzzle flash event
This fixes a warning that would print when the RPG is fired
Allow closecaptions in multiplayer with the cvar set to 1
This means that it will just work in local MP (for the host), on srcds closecaption_mp controls the behavior (defaults to off)
Climate update (copying temperate parameters to jungle)
RustNative update (jungle biome has forest topology everywhere)
Update: properly initialize players when playing a client-demo in server-editor
- Also log when creating a main player
- Report kick reasons as errors
No more unexpected kicks for players. But, looks like we're duplicating players - by the end of playback we had 1k players, which is much more than I expected
Tests: played back the same demo to completion, accumulated errors are only related to some invalid packets that we don't care about (like Voice)
TerrainConfig update (copying temperate parameters to jungle)
Sorted most other issues, just left with reload
RustNative update (jungle biome baseline)
Add EnvShake component, add it to explosion and rpg projectile
Need to confirm scene load, to call OnJoined again appropriately
Update: Server-editor is able to see ticks from the player when playing a client-demo
- now also handling flag messages
- skip server demos and warn user that it's not supported for now
There are a couple things left to investigate and validate - why the kicks happening for being under terrain, whether I can restore full initialization flow
Tests: ran the same demo, was able to verify that main player is identified and it's tick history is being stepped through
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Added button to test sound component from the Inspector. Resolves Facepunch/sbox-issues#7348
Soundscape Component no longer overrides the volume of stings. Resolves Facepunch/sbox-issues#7346
Fix BaseSoundComponent not applying override values to SoundHandle properly
Leaderboard backup, run #
16721
Don't forget to initialize NetworkObjects array
Networked scene change rewrite - much cleaner approach
Menu for adding properties
Removed logs in legs animator
Comments
Added LODs for jungle floor pieces
Gauss: spin viewmodel's coil every time we consume a bit of ammo
exported updated vm minicrossbow anims
merge from primitive -> aux2
Make gauss coil parent to a separate bone so we can rotate it later
merge from primitive_gm -> primitive
Fix compile error from using statement creeping in
Removed the old old horses population (the non ridable one), was set to 0 and unused
Line renderer supports additive blending in fog https://files.facepunch.com/layla/1b0811b1/sbox-dev_CFQJAMRIhQ.png
Fixed admire mask again to ensure state is retained whilst not overriding strings