244,536 Commits over 3,898 Days - 2.61cph!
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
Experimental support for FindClosestPoint on mesh collision https://files.facepunch.com/layla/1b2111b1/sbox-dev_RvmEK7htSt.mp4
Fixed Main Menu Maps page asking you which map you want to launch even though you just clicked a map.
Inputs now support MWHEELUP/MWHEELDOWN. Resolves Facepunch/sbox-issues#6132
Initial commit with traffic light example
Clean: Removing other TMP hidden warnings
Turns out I added an extra csc file that I missed today.
Tests: none, trivial changes
Fixed hatchet fur not working with viewmodel renderer
Parent tunic controller to pelvis & add bone retarget
Can now close the Camera Preview Floating Window so it's not in your way. Resolves Facepunch/sbox-issues#4472
https://files.facepunch.com/CarsonKompon/2024/August/21_11-29-LawfulNorthernhairynosedwombat.mp4
Improved Legacy Wood Piles -> World Update 2
Add CallbackEntry in the right place relative to .Order so that game object system listen order is respected
-Added fire extinguisher cabinet world model
-Added materials
-Added textures
-Added fire extinguisher folder structure
-Added LODS
Fixed wallpaper being colored by shipping container custom colors
Also remove water caustics where ocean is culled
Removed shore wetness from canyons (again, accidentally reverted)
Update: fixing depr warnings in TMP
Originally I excluded it from fixes as it was an external package, but it has a couple of our fixes already.
Tests: none, trivial changes
AddToWaterMap correctly handles cases where lakes sit lower than the ocean
Don't render ocean where lakes are (determined by lake topology)
Added commands to easily apply and remove wallpaper to building blocks
- ent setwallpaper <radius> <skinid> (skinid set to -1 will randomize a skin for each blocks)
- ent removewallpaper <radius>
Fix toggle global space shortcut type
merge from FrontierHazmat/burst_cloth
Update: Review feedback
Avoid creating a struct when fetching state of ParticleSystem
Tests: none, trivial change
Only run logic in SceneNetworkSystem.OnBecameHost if scene is valid - we could just be in a lobby/party but not in-game
Show orgs on front page if logged in
Removed sprint dampening when moving diagonally
Combine turn and game manager
Add tile place and bag sounds
Fix committed tiles not syncing correctly, other players' active tiles showing up in validation
This is all pretty awkward and overkill in hindsight
Fix remote player rack consume/replace interactions
Current player can stomp another player's uncommitted tile and return it to their rack
Tidy tile dragging behaviour
Completely hide tiles that're being dragged
Remove unused inputs
Basic board scrolling
Basic procedural board gen, configurable sizes
Style centre square differently
Spawn Indicators no longer cast shadows
Connected Clients can now see the Minimap properly. Enemies and other players now show on the Minimap as well
Fixed Enemy Spawn Indicators destroying themselves instantly on Connected Clients
Minimap Fixes
Create Custom 2D Character Controller to use for Player Movement instead of a Rigidbody. Fixes all known movement issues with Connected Clients
Clean up 2D Character Controller
Derive graphview edges to store fsm transition information directly in them
Adjustments, disable Oman for now (just disabled mapdef)
Fix undo not working when renaming fsm nodes in the UI or changing state properties
Include riot guy in CT model pool
Made underwater checks more stringent on divesites
Add riot guy to main menu scene