244,597 Commits over 3,898 Days - 2.61cph!
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
subtracting
101763 RailsFix - worldsize greater than 4000 not booting (server)
Replace player_clip with playerclip in Collision.config
eu_canyon_c build, unity scene setup and autospawn prefab
snow splat rejection on canyon a and b
eu_canyon_b build, unity scene setup and autospawn prefab
eu_canyon_a new build, slightly more eroded edges and wider forest footprint
merge from replicated_bush_fx
merge from LocomotiveDebrisFix
merge from runtime_profiling_saved_convar
Leaderboard backup, run #
12799
card_break_f
card_break_g
Revert the Network visibility grid changes to allow proper layered network grids
Map objects grab scale from "scales" keyvalue
fix card init
card_break_b, some fixes
card_break_c
redo card break b/c
card_break_d
card_break_e
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Leaderboard backup, run #
12796
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Merge from elevator_vehicle_parent
Added trike to office lift allowed list
Updated office_ceiling_light_a prefabs to include new mesh. Added new materials and textures. Let there be light!
Don't need to change ext here, it's done in CreateWorld
updated, created and added AO for the following models:
AK47u (two materials missing AO)
Bone Knife
Cleaver Big
Double Shotgun
Eoka Pistol
F1 Grenade
Flamethrower
Hacksaw
Sickle
Hammer
Hatchet
M249
Mace
Machete
Nailgun
Paddle
Pickaxe
Pipe Shotgun
Salvaged Axe
Salvaged Hammer
Salvaged Ice Pick
Spas 12
Stone Spear
Sword
Sword Big
Thompson
Toolgun
Torch
Wooden Spear
Weapon Module - Flashlight
Weapon Module - Holosight
Weapon Module - Muzzleboost
Weapon Module - Lasersight
Weapon Module - Muzzlebrake
Weapon Module - Silencers
Weapon Module - Small Scope
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Add support for number pairs in `aspect-ratio`. Can supply as `16/9`, `4:3` or `2 1`. Resolves Facepunch/sbox-issues#5975
Boomerang Material Update
Fix Save All Scenes only saving the current scene
Fix little mistake in FindInPhysics
added shoals to junkpile_water prefabs
Added Click and Drag to move tiles in Tileset Editor
https://files.facepunch.com/CarsonKompon/2024/July/28_16-49-VibrantIvorybilledwoodpecker.mp4
Fix Component.Destroy CallBacth error
Component.Task returns a cancelled TaskSource if no GameObject
Update sentry sdk from 0.5.2 to 0.7.7, build targeting lowest windows 8
Added Vector2Int * Vector2Int operator since I forgot it
Leaderboard backup, run #
12787