254,767 Commits over 3,990 Days - 2.66cph!
Changed how we handle font fallbacks:
Instead of using a single fallback list, each language now has its own fallback list that gets applied when switching languages, defined in a scriptable object
This prevents some fuckery with strings using characters from multiple fonts
Example: a Japanese word that shared characters with the Chinese font ended up using 3 fonts: Chinese, Chinese Dynamic, and Japanese - now it just uses the Japanese font
Merge main -> aux2 (keep destination codegen)
Update: WaterLevel - rewrite WaterSystem GetIgnore serial chunk in batch form
This eliminates the other "jobify/batch" todo. Think I'll do a bit of cleanup, add more tests and get ready to merge to staging for stewing.
Tests: ran unit tests. Ran araound on craggy and checked a couple results of water checks.
Update: WaterCollision - add batch version for GetIgnore that does an overlap capsule test
Needed to get replace last serial chunk in batched WaterLevel.GetWaterInfos
Tests: none, compiled in editor
Update: GamePhisycs - added OverlapCapsule and CheckCapsure that use Unity jobs
Turns out I'll need it to support WaterCollision.GetIgnore(start, end...)
Tests: none, just compile
added terrazzo_tiles_a material
https://files.facepunch.com/jason/1b1711b1/sbox-dev_WGORKJwdYl.png
added wooden_floor_a material
Re-run protobuf generation
Fixed reported NRE in BaseCarryable
added floor_tile_03 material
merge from main -> item_ownership
Post reload events to the viewmodel only, they're only useful there
particle updates
removed loops
- Make 1 honeycomb every 5 minutes
- Multiply growth rate by nucleus grade. Grade 2 is 50% faster. Grade 3 is 100% faster
- Another balancing pass on XP
LibraryDetail version now updates the ComboBox upon downloading a new version of the Library. Resolves Facepunch/sbox-issues#7669
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Fixed beehive not generating honeycomb
Fixed info and loot panel issues
- Made fancy display showing current xp of nucleus and xp required for the next level up
Can now use multiple of the same subgraph with different values without it attempting to cache values from the other node of the same type. Also tracks nested nodes with their own cache so it's still optimized.
merge from fix_junkpile_despawn_delay -> main
Fixed weird colour issue on panel
merge from fix_optional_protobuf_effect -> main
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Merge from cosmetic_flowers
Fix explosion effects being spawned in center of the map
- ensure all fields of Effect that used to be reset by protobuf deserialization are reset when Clear() is called
Enabled disabled LOD renderers.
Set lod distances.
Bugfix: When spreading WaterInfo results, prevent trying to do a sawp between same indices
- This leads to invalidating WaterInfo, which returns invalid info
I need to extend tests to do checks with Entities, as this case/branch isn't covered currently
Tests: enabled parallel player updates and logged cached water checks - now it returns valid water where expected.
bamboo scaffold test and textures
Stop gluon gun white noise machine
Gluon hitmarkers
Pipe kit, flashlight and smaller asset material, LOD and engine setup update.
Merge from cosmetic_flowers
Add godmode cmd
Hornet gun: hitmarkers on projectile explode
Added DLAA back to the graphics menu for testing the AMD crash
Bugfix: replace Temp allocators with TempJob allocators for physics jobs
- Added misisng resource cleanup
This partially fixes test failures.
Tests: ran the WaterLevel test checks
Merge from presets_editor/quality
Downscale claw decal textures, increase normal map intensity
Added some tooltips to hive info
chicken coop progress
refined materials, renamed
UV2 ao - lookin' juicy
initial grid setup
- common job-friendly QueryGrid structure that also replaces the checks made in WaterVisibilityGrid, they would still need to be followed up by physics queries though
- needs cleanup
Make player gibs an effect, so players can push it around but don't get stuck on it
Update: WaterLevel.GetWaterInfos - replaced a serial GetWaterInfoFromVolumes call with a batched one
- should save us time by parallelizing physics checks, if they do get used
This removes one of 2 "batch" TODOs in the method.
Tests: ran unit tests, some are failing - will fix next.