244,527 Commits over 3,898 Days - 2.61cph!
Have fsm UI states sync their name with the actual runtime state instance
Transitions can have a delay window, or exact trigger time
Fixes #11
https://files.facepunch.com/ziks/2024-08-22/sbox-dev_hzOo8z1P7g.png
Fixed generated path meshes not preserving the w component when rotating tangents
Use LineBBox in Zone, so much less noise in the Scene view
Custom (INetworkCustom such as NetList/NetDictionary) not including in delta snapshot for now as they handle this sort of thing themselves. Stepping stone
Tie audio tracks to the play buttons
Lakes are now culled entirely under the terrain (exist neither for physics nor rendering)
Lake water volumes now only exists where the lake or lakeside topologies are painted (may break water volumes that have their water type set incorrectly, or custom maps that messed this up)
Removes water volumes from lakes (now handled with AddToWaterMap)
Eliminated noEarlyExit parameter from WaterLevel
Fixed several edge cases in WaterLevel
Forgot to tick Mountain in the topology mask list after making it. Monuments in canyons fix may work from this point.
WIP left hand IK, still not working
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Merge from fix_zstring_analytics_clear -> main
Leaderboard backup, run #
13372
Fix analytics bulk uploader not clearing string buffer between each line serialized
ProceduralMapRailSimple and ProceduralMapRoadSimple include canyons, lakes and oasis as those directly affect river / rail / road generation and take little time to generate
Refactor IK to specify right hand, in prep for left hand pass
- Don't allow mounting the DPV in shallow water
- Dismount player if water becomes too shallow
- Removed unused waterlogged check
Kayaks now pick up speed automatically when facing downhill (for extreme river rafting)
Uses same system as boogie boards
Added fixcars convar support to the DPV
menu cards show HP
diamond ring
maps start farther apart
bow and arrow
mantlepiece clock relic
dartboard relic
pirate flag relic
DroppedItem now spawns it's worldmodel via GameManager.CreatePrefab, ensuring PreProcess is run
Removed the server side code that disabled renderers as those renderers should now be removed in PreProcess (this code was just for the editor but it ran at runtime regardless and caused a 40b allocation every time an item was dropped)
Fixed mushroom colouring not being applied to dropped mushrooms
Added a new TeakUIPresetSelect that allows us to create defaults for selections of settings
Added preset accessibility options for Protanopia, Dueteranopia, Tritanopia
Also supports a custom mode
Internal AfterDepthPrepass hooks
CSM doesn't suck anymore
Texel snap cascade shadow map matrix so lights never shimmer when you're moving
Cleanup
Use the frustum from the previous shadow map to cull the current shadow map, m_pLightObject neverr used
Turn on cast shadows for LOD0 of the mushroom clusters
Hooked up the new mushroom materials to the colour swap pallette
Fixed timings on reload animation FX call.
Iterated on FX.
Fixed DigitalClock.FadeOutScreens NRE
Fix FindClosestPoint for scaled meshes
Added MWHEELUP/MWHEELDOWN InputGlyphs
Started adding shortcuts
First pass at copy / paste (#8)
Subtracting
103112 (water carving volume culling distance) as it's no longer needed with the new changes (canyons are no longer using water carving volumes)
Add labels to transitions in fsm UI
wip debris_kit_a + debris_a assets
https://files.facepunch.com/jason/1b2111b1/firefox_CqaZEf7HvS.png
Merge from world_update_2
Had to subtract the elevator merges as the custom manifest rebuilds have caused aux2 to lose some merge links, resulting in merge conflicts in files that should not have merge conflicts
add 30s sound track preview audio files
Removed ocean from TerrainWaterMap (now only contains rivers and lakes, needs rebaking for static test maps, did it for CraggyIsland)
Ocean is culled entirely under the terrain (exists neither for physics nor rendering)
Ocean now only exists where the ocean or oceanside topologies are painted (may break custom maps that messed this up)
Removed water carving volumes from canyons (no longer required, fixes bugs caused by those volumes reaching beyond the canyons and overlapping ocean, lakes or rivers)
This will likely break everything and ruin all of our lives for the next few weeks
Blunderbuss uses local animation effects folder instead of double barrel shotgun.
Prevent chatbox overflow when typing a longer message
Ammo model texture setting pass.
Optimized texel sizes down to be more consistent with the weapons.
Show notification button for all
Force fur to bypass render queue check the same as Hair is