244,595 Commits over 3,898 Days - 2.61cph!
Add voice transmitter to network stress scene
Eroded plaster tests on jungle ruins. Removed obsolete textures.
Fix NRE for non-english layouts
Branch for experimenting and fucking around with networking w/ diagnostics
Update: Adding Clat-related tests to CompanionServerTests
This adds 4 mote tests. Added test-related funcitonality to ClanManager to init/deinit.
Tests: ran new unit tests individually, together with rest, multiple times - all pass.
test cases for gjk distance - covers most edge cases from different features (vertex/edge/face)
Move scene shortcuts back to static class now that they work properly (ty sol)
T1 SMG
viewmodel
world model -> LODs
textures and materials
basic/initial prefab setup
fixed mistake in SquareDistance
Add TargetOverride to ShortcutAttribute so you can target a certain widget type from another class. Useful for tools/extension classes.
Make Grid Shortcuts to type Window. Make mesh editor binds target SceneViewportWidget so the binds only register when focusing the scene viewport AND when in the correct tool.
Generate tiles in chunks to avoid potentialyl running out of memory on massive maps
Mount assembly filesystem here too
Replaced OBB Distance and Intersection functions with accuracte implementations
- GJK for distance functions, cheaper SAT for intersection
- square distance function is also replaced, but it still has to run the GJK algorithm so the savings on it are marginal
memset LightIndexMapping so it doesn't contain junk
Only if static shortcut actions have no widget target, fallback to window and exclude from swallowing behavior
Only fire global input handlers once at app-level
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Mount assemblies from downloaded packages
Nicked - WIP art pass for Refinery map
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Make net_debug work in game
Added EditorShortcuts.IsDown. Added binds for scene movement (W,A,S,D,Q,E) so they can be rebound in the editor.
Made F3 Shortcut type Window instead of Application.
Fixed W,E,R binds not working for object tool being set automatically
split unique environment spawn components into categories for finer filtering
added ue_oasis_a unity scene
Update: Adding Team related tests to CompanionServerTests
This adds 4 new tests. Expanded RelationshipManager access for testing, also allowing skipping of sending updates on team changes (as it makes tracking responses harder). Lastly, removed an extra update send for player joining a team as it was already sent in MarkDirty.
Tests: ran new unit tests repeatedly, they pass
Set ObjectEditorTool alias back to "object". Resolves Facepunch/sbox-issues#6040
Init API earlier
Init API in unit tests
Fix m700 viewmodel rendering its shadow
Filter out bad quality packages
ranged sight initial push, cleanup of unused textures on holo sight
Move static Shortcuts that were on static class to the scene viewport (so you need to have it in focus)
Fixed error if you die while defusing the bomb
Make F5 and F6 editor binds window-exclusive instead of application-wide
Force F1-F12 shortcuts to invoke properly when focused on Game tab.
Moss blending on jungle walls
Updated Topology Not settings for hill cliffs
Bugfix: RelationshipManager.PlayerTeam implements IPooled
My new batch of tests revealed that PlayerTeam wasn't properly cleaned up when returned to the pool, causing test failures on repeated runs(teams still had members in them after disbanding).
Tests: ran new tests (submitted in next CL), they pass
Fix navmesh not generating properly with mesh colliders
player update. edited crossbow deploy anim to match the viewmodel
Squash game-exporting branch
Bring everything up to date
Exit whole app in standalone mode
Export option in Project menu
CMaterialSystem2AppSystemDict uses struct for initialisation instead of parameters
Custom steam app ID for standalone games
Put steam appid field here for now - we might wanna rethink this later though
would help if I labelled this correctly
Init steamclient in standalone
Explicit copy sounds
Reject API access in Standalone (we should probably dependency inject this stuff, it'd be cleaner)
Slightly better time estimate
Generate .ico from thumbnail, try changing it on the exe
Can't get this working no matter what, just corrupts the exe header, disable it
Use correct exit function
Get networking working, even if it's a bit hacky
Move API into backends for standalone/platform, stub out standalone backend
Standalone.Init()
Get rid of LoadStandaloneGameAsync, roll diff into LoadGamePackageAsync
Make a StandaloneGameInstance in standalone
Remove all these file hacks so I'm forced to do something to fix them
Fix file hacks
Add missing sbox-standalone exe back to sln
We only need to copy core/scripts/soundmixers.txt as far as I know
Move gamecontrollerdb.txt into core/cfg/
Get rid of `IsCitizenEnabled` hack
Don't override window title with gameinfo name, apply it nice and early when making app dict
Can't think of any other way to filter out citizen assets, cuts down build by 1.8gb(!) so we'll have to live with this for now
Copy all compiled assets from enabled addons again, because sometimes they'll be referenced at runtime even though they're not in a dependency tree
Rebase fixes
Standalone config / wizard changes:
- Can either export standalone or publish to sbox.game, but not both
- Add dialog warning about no whitelist, sbox.game access
- Export step is similar to sbox.game upload rather than being its own thing
- Tell people not to distribute their games or anything
- Remove AppID, Icon entries for now
Remove logs
Respect desired executable name
Delete IconChanger, it don't work
Revert formatting this entire file
Add missing ctor
Can export without having to disable whitelist
Don't need loads of warnings here, people can read
Unify terminology, icons
Allow disabling whitelist on projects - prevents uploading to sbox.game, will only let you export
Allow disabling whitelist on projects - prevents uploading to sbox.game, will only let you export
Use more appropriate collision masks for navmesh geo gathering
Fix warning
Add SteamServerTest unit test
Add HumanAltModel to Clothing
Add asset browser duplicate shorcut, hints to context menu
Better fail message when trying to place a high wall while moving