244,584 Commits over 3,898 Days - 2.61cph!
compiled complex.shader_c with stripped combos 259MB -> 102MB... there's more we can do but let's see if anyone whines first
complex.shader: remove F/S_OVERLAY, we have specialized overlay shaders already
complex.shader: drop texture animation, way too specialized
complex.shader: half combos by making S_REFLECTIONS it's own shader variant since it doesn't really use 99% of the other combos
shaders: drop D_BAKED_LIGHTING_FROM_VERTEX_STREAM
complex.shader: combo rules for F_PARALLAX_OCCLUSION (insanity that we added this to this shader)
Drastically reduce unlikely combos by disallowing with:
- Translucent
- Alpha Test
- Cloth Shading
- Bent Normals
- Diffuse Wrap
- Additive Blend
- Detail Texture
- Metalness Texture
- Retro Reflective
Fixed Entity:RemoveAllDecals not working on players serverside
Hide mat_reduceparticles warning in VBSP
Do not reset $lightmap if the engine didn't set it in the first place.
Fixed performance degradation with lots of static props
Prevent potential crash with NWVars
Fixed a copypaste error in edit_sky
Replace debug.getregistry usage with RegisterMetaTable (Pull Request)
Fixed crash with threaded addon file access
Fixed compile warning in Bootil
Squeeze a few frames from static prop rendering
Clean: Fixed deprecation warnings in Third Party/Community package
Replaced obsolete RequestFileFromServer by implementing IServerFileReciever. Regenerated RPC codegen. Will need to update the public repo as well.
Tests: insufficient, booted up local session, but couldn't test the new API.
Initial commits - just some commenting
Add OpenVDB libraries
Add OpenVDB headers ( And boost, contained in the folder 🤢 )
VolumetricData GameResource stub
StateMachineEditor skeleton
Clean: Fixing deprecated code in most of Third Party packages
- Removal of dead code dependent on SystemInfo.supportsImageEffects or SystemInfo.supportsRenderTextures
- Removal of MarkRestoreExpected calls
- Using ParticleSystem.MainModule to set multipliers
Tests: none, trivial changes
Some reorganisation
RandomTransition component
StateMachineComponentWidget
Fixed crash with threaded addon file access
Fixed compile warning in Bootil
Squeeze a few frames from static prop rendering
Clean: fixing deprecation warnings in Standard Assets
- Removed dead code around SystemInfo.supportsImageEffects
- Removed MarkRestoreExpected calls
- Use ParticleSystem's module to control multipliers
Tests: none, trivial changes
Default prefab save directory is the assets root, not the project root
Clean: upgrade deprecated code in Plugins
- Replacing WWW with UnityWebRequest, also updated success checks to more generic versions
- Texture.Resize -> Texture.Reinitialize
- Mute deprecation warning when accessing a value (since we validate beforehand)
- EditorGUILayout.EnumMaskField -> EditorGUILayout.EnumFlagsField
Tests: Booted up local session - no new warnings/errors in logs, code took expected branches
Config UI work, can set alarms time using an input field or a slider
Added ClockSlider
Clean: Disable Obsolete warnings in TextMeshPro pkg
This is external package, so we should just ignore what happens in their pond.
Tests: none, trivial change
Actually log the result code from SendMessageToUser so can debug issues here
improved road rejection on jutting cliffs
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Created animated prefabs for props with variant skins (sunburn)
road, rail rejection on hill cliffs
Editor for BaseMountable that lets you edit dismount points with Handles (works for all subclasses)
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Fix Capsule.RandomPointInside not being uniformly distributed
It was biased towards the middle of the cylinder
Fix Capsule.RandomPointOnEdge
Before: https://files.facepunch.com/ziks/2024-08-05/sbox-dev_XG28kFmoyv.mp4
After: https://files.facepunch.com/ziks/2024-08-05/sbox-dev_7zJYNsOipq.mp4
Buildfix: Make local project generation match GitHub Actions
- Updating Premake5 binary to 5.0.0-beta2
- Updating Projects.bat to generate vs2019 solution
weekly skins and twitch drops
Allow StateMachines to be owned by non-hosts
Fix up player_controller scene
In minimal game template, add editor code folder
Baseline for a box sorting system
Currently only works on large wooden box, can be configured from the loot panel
Currently hardcoded to sort alphabetically by item shortname (more modes in future)
Controlled by an attached storage adaptor (no adaptor = no sorting)
Sorting removes empty slots between items
Sort is applied any time the item list is modified, so while sorting is active items cannot be dragged around inside a container by a player
Leaderboard backup, run #
12967
Initialize tonemapper with defaults
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