255,042 Commits over 3,990 Days - 2.66cph!
Fixed player dropping under the map on death
[Pick] Remove configdefaults.PLAT.vcfg, completely bullshit for us
Mac/Linux Add Developer-BuildAll.sh for Posix to make it easier to debug, but without tools
StateMachine validity check in GameMode.StatusDisplay
Equipment validity check in AimWeaponComponent.OnIsAimingChanged
Leaderboard backup, run #
16622
Mac/Linux: Use static version of gamenetworkingsockets, cuts a lot of the mess of dependency hunting
Mac: OSX doesn't allow setting DYLD PATH from the application itself, make it parse these relative to the current directory, load correct steam DLL regardless of platform
Start ParticleSpriteRenderer scene object with rendering disabled, it'll get enabled when it's ready - Fixes one frame showing error texture
Leaderboard backup, run #
16621
Adjust sunny and sunset lighting rigs
▅▆▅▍▊▌ ▆▊▍█▍▍█ ▄▆ ▅▉▌█▅▌ ▆▄ ▅▆▉▉▌▍▆ ▍▌▌▋█▄▉▅ █ ▅▊▋▌▊▅ ▄▇▅▉ ▉▋ ▉▇▄▍▍▆▍
! ▊▄▇█▊▊█▅▄▋▉ ▅▊█▇ ▆█▄ ██▄▆▆█ ▆▇█▇█▋▋▉ ▌▉██▌▆▅ (▅▅: ▍▍▊▉█▍▇)
▆▅▉▌▉▋▍█ ▋▍▅▆-▆▅▊▆▍▍▆ ▅▄▍█▆▍▆ ▆▄▆▊ ▌▌█▅ ▄▇▆ -> ▌▄▄ ▊▍▊▌▅ ▌▍ ▄▇▋▋ ▊▅▌▇▇▊▇
Leaderboard backup, run #
16613
turret fixes etc
building indicator
build command indicator
turret build - choose direction after choosing position
Make ParticleLightRenderer public (I assume this wasn't intentional?)
Make Model.GetVertices/GetIndices work without requiring CPU access on model https://files.facepunch.com/layla/1b0311b1/sbox-dev_OOfVZbvWTH.png
Add CRenderContextVulkan::ReadBuffer for index buffers
Leaderboard backup, run #
16600
Do the same for box hull collider
Add Gizmo.Control.BoundingBox to box collider
Bump hitbox of spline line
Align tangent mode names with exiting curve class
Fix roll and scale changes not invoking spline changed
Stop SoundscapeTrigger on disabled, not just destroy
Leaderboard backup, run #
16589
Leaderboard backup, run #
16575
Leaderboard backup, run #
16574
More spline undo improvements
Leaderboard backup, run #
16565
Add worldspace option for Gizmo.Hitbox.Sprite
Handle default arguments in MethodDescription.Invoke - Fixes ButtonAttribute not being able to call functions that have all default arguments
Add Gizmo.Hitbox.Sprite for a 2d screen space sprite hitbox https://files.facepunch.com/layla/1b0111b1/sbox-dev_0Q4krB3pIh.mp4
Revert "fix PlayerSquish collision"
This reverts commit 18ba5597c624789e8e8b999e7b64bd33ae33e4ae.
fix PlayerSquish collision
Player controller body listens for collision events because child gameobject colliders don't propagate ICollisionListener down to ancestors (should it?) - Fixes player squish and anything using ICollisionListener on the player controller gameobject
Improve spline editor undo
Prop makes use of surface break sound
Resave all surfaces
Shadergraph: Save preview settings to file
Fix mesh component not applying tags to collision shapes on tags updated
Don't need to duplicate this code
Add SceneCamera.ToScreen that also returns if it's in front or not
Add Gizmo.Draw.ScreenText that takes world position and screen offset to easily draw screen text at a world position
Fix mesh tools drawing text behind camera
Fix serialized dictionary not triggering on property change when setting key or value
Fix list and dictionary not reaching serialized object property changed callback when removing entries
Leaderboard backup, run #
16541
Add missing conversion formy-up to z-up for navmesh
Added to GetClosestPoint & GetRandomPoint
Don't show recompile button for assets that don't have source files
Refresh collection for list and dictionary control widgets if collection has changed - Fixes game resources not saving lists after first save
Mac: Fix sed and FILE struct for mac, should work on linux too, I'll double check, getting this to boot on mac/linux again and slowly trickling this branch to master
Forgot to make some enums internal whoops
Move navigation from C++ to C# (#1752)
Replace C++ version of detour & detour crowd with a C# version.
Managed version should behave exactly the same as the native version.
If not, please yell at me.
Achieved by using dotrecast as base
- Refactored the shit out of it
- Optimised it, so the managed performance comes close to the native version.
Navmesh generation (recast) is still in C++.