244,564 Commits over 3,898 Days - 2.61cph!
DoPrepare to get an id on the new divesite prefabs
Cleared out divesite_a and c replicas
Updated manifest
Re-added to populations to ensure proc gen spawning for the new prefab paths
Player death effect now spawns particles in bounds instead of from one spot
splite divesites off to their own scenes so we dont get as many conflicts. Renamed new A B and C to D E and F as we have old ABCs, relinked broken rocket materials on divesite E, ran scene to prefab on D E and F
Make fsms easier to debug and extend by using tags for high-level transitions instead of nested fsms
Updated Rust+ pairing error messages toast with the new syntax
Fix VoxelParticles errors
merge from buildingerrors_improvements
Fixed RPC error when assigning a bag to a disconnected player who has already reached their bag limit
Fix WorldItems falling through the world (my bad)
Recompile vertex_color shader, fixes some fog issues we were having
https://files.facepunch.com/tony/1b1511b1/sbox-dev_kRzQ31t3HW.jpg
Remove my leftover debug logs
Added Durability Consumption on Weapon Use. Melee weapons only consume durability on hit
update signal_pylon colors
Set the current save id and name when loading it
Only add a 0 when starting by typing 3 or more in the digital clock alarm UI
so 3 -> 03:
Actually get the world ref in worldspage
Play lower-pitched damage sound on gib destroy
more seaweed placement. plane lods
Fix loading voxels from a save
Updated canyons clutter topology to contain the bottom of canyon surface for ore node spawns
Updated canyon scenes
Add text-overflow: elipsis to crafting entries
Put ammo items in their own category
WIP saving world from pause menu
Added Projectile Weapon Ammo. Added CraftingYield to ItemAsset (So one metal piece can yield 4 ammo)
wip PlayerModifier limits per source type (tea/dart) and combined totals
Added Block types. Update to use Block references. Added Palette.GetBlockIndex( Block ). Blocks can define tags, a name, max health and breakable settings / damage scales - @Metapyziks will implement health / block damage with this stuff
Hook in process of loading in your selected world
Save world gen seed etc, nicer RLE for chunks
LoadWorldState, untested
Update: Replacing new occurances of obsolete Pool API with new
Tests: built all configs
Restore these deleted attributes to Valve core shaders, where we ended up only including them accidentally only in reflection mode in complex..... (fixes missing world mapping and other features in complex & more)
sbox/pull/736/commits/bca14ecb2bba7d5410a2b971ab1f9a9c406a41d3
We should not be removing core stuff from core shaders because we're accidentally including our material api. The material api should depend on core, not the other way around
compiled complex
Merge: from main
Also contains updated codegen binaries to conform with new API
Tests: built all modes
edited dpv character animations and edited ik position for hand on its deployed prefab
tree and bothy adjustments
Tree texture adjusted to be more wood coloured and moved it down in prefab so more of the roots are in the ground
Merge branch 'main' of sbox-hc2
Add new worlds page to UI, list out saved worlds
▄▆▋█▌▆ ▍▇▅▅▉▅ ▌▍▄ ▆▌▄▉▄▍ ▉▊▍ ▆▆▄▋ █▍▇▌▆ ▍▅▋▄ ▄▋▌▍▌ █▍ ▍█▌▌▌▊▊ ▅▅ ▆▌▉▊▋▆▉▆▆▌▅ ▋▋▍▌▌▇▅▋ ▆▋▄ ▅▅▋▄▋█▆▍▌▇▆ ▊▍▅▊▅ ▆▌▅ ▊▋▍▆▅ ▅▉▄ ▄▉█▌▍█▆▋▇▌▊
Some prep for picking world save file to load in menu system
Merge from broadphase_testing
Fix VoxelModel.DrawGizmos
switching to automatic box pruning
Have wolves react to campfires