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v_spaghellim4: 'first shell reload' animation + added support for 'classic' b_reload
https://files.facepunch.com/maxlebled/1b0211b1/sbox-dev_2024-08-02_03-19-43.mp4
cleanup
Merge branch 'master' of sbox-ss1-scene
cursor TimeSinceMoveStartResolving
pointer3_small
Minor edit - unassigned launch_site from MonumentIsland's PlaceMonument script, since having a monument assigned causes Unity to load it when the GameObject is clicked on (and Launch Site is huge).
Fixed motorbike speedometer not working when reversing
FPArms: added "Only_Weapon_no_IK" weightlist
Merge main -> TrainDecouplingImprovements
Flame explosive orientation tweak for code review.
Branch for experimenting and fucking around with networking w/ diagnostics
Test trying to reduce packet sizes a lot
Only do parent rpc if we're network root
Change order here
Go back to reliable test
Test
Reduce initial size
Test unreliable again
Unreliable transform updates test
Prevent calling Msg_ClearInterpolation for ourselves
Fix
drop older updates
Fix
Remove this log
When flushing pending updates before RPC calls - send reliable transform update
Move net stats drawing out into system
Only flush pending updates on reliable RPCs
Some docs
Don't call set parent if we called the rpc
Call these flags Transmission maybe
Some refactor, try to branch out with convar where possible
Make internal for now
Remove net_experiment convar
Network protocol++
Send if unreliable anyway - should be acceptable it'll either drop or not
Send if unreliable anyway - should be acceptable it'll either drop or not
Remove net_experiment convar
Various post playtest fixes.
message panel stuff
custom cursors
Fixed fire mode switch sound being replicated
Rocket type visual consistency & napalm effect.
Change the in game news to use FP.Flexbox - should fix all the random layout issues we get
Also adds better ultrawide support by not letting it stretch across your entire screen
Show the server time,HH:MM format
Working alarms, let power pass through when ringing
Removed some empty functions now that they have been moved to Keybinds
Added Position slider to Gradient Editor widget. Also added Delete shortcut.
https://files.facepunch.com/CarsonKompon/2024/August/01_14-22-HalfMoth.mp4
Replace calls to DDraw.Line with Graphicss.RenderMesh of a MeshTopology.Lines mesh, greatly reducing GC pressure
Added warning icon to Editor Keybind widget with tooltip telling you if two binds share the same key(s).
https://files.facepunch.com/CarsonKompon/2024/August/01_13-28-InfiniteHarvestmouse.png
Make Asset Browser use Editor binds since they have no reason to be separate.
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
Combine `isFlushing` and `invalid` bools into single `disposed` bool
Add `UsePooling` convar that allows you to turn pooling on and off for bulk uploaders
- default to false to help debug why multiple types of events are uploaded to the same file
Include serverid in uploaded path so we can see which server is sending errors inside ingest failures
Exploring the parenting of bikes to the back of scrappy to see if its even feasable
Added jungle door, window bar blockouts. More wall kit work.
Make CTRL+A in Asset List a Shortcut
Add CTRL+A shortcut to Select All in scene
Bear ragdoll prefab update, changed various colliders and character joint angles.
player update. editing rocket launcher anims to match viewmodel
Reduce navmesh draw allocs again
updates to player animation controller (walk e & w hooked up wrong, timing speed set back to 1)
sar set to use rifle locomotion anims
spine settings for some entities
Some more bad epsilons
Debug tweaks
Further optimize navmesh drawing
Determine major Key Names from NativeKeyCode before anything else. Fixes non-english keyboard layouts (Facepunch/sbox-issues#6044)
Unset light index mapping uses blank light constants to kill off the light
Reset stock back to 10
Removed excess logs