255,370 Commits over 3,990 Days - 2.67cph!
merge from optimize_prepare_prefabs -> aux2
merge from primitive -> aux2
Make the optimization for prepare prefabs a command line option as well so it can be toggled if it has issues (`-batch_manifest_imports`)
Add opt-in command line option `throw_manifest_error` to throw an error on manifest exception instead of continuing and using the manifest in the repo
- will switch to opt-out once the manifest errors are fixed
Rename StopTransaction() -> EndTransaction()
Reimplement PreparePrefabs build optimization
- wrap game manifest in StartAssetEditing() so it doesn't import prefabs between each step of the manifest
- cache the labels applied while StartAssetEditing() is called so that it correctly applies multiple tags
Delete menu button that tested callback of amplify import lag spike
Remove debug spam from previous amplify import fix
merge from primitive -> primitive_gm
Apply gamemode convars on server startup instead of when the entity is spawned
- ensures convars are applied when the rest of server config is loaded
Add SV_VertexID to VS_INPUT, this can be used for indexing vertex cache instead of using D_MORPH nVertexIndex
merge from /release/isolate_Jan_wipe/LNY_merge_release_friendly
cherrypicking
111037 - fixed small uv issue on wood trim on wallframes LOD2s
New Clothing - Headphones
https://files.facepunch.com/daniel/1b2011b1/0OyFzoEgI6.png
LODs and Human aswell
Spent a bunch of time trying to ensure that the spawn handler would rebalance the nodes when the server's era is changed and there should be lower % of sulfur nodes
Fix AssetPicker errors and use new AssetPicker.Create syntax.
Setup tiger fsm and hook anims
40% ~ increase on mini crossbow projectile velocity
- Fixed reload animations
- Further polish and refinements to transitions
Update: Expand IServerCallback to include on-demand-save functionality
- Changed relevant calls to propagate the implementation
FullServerDemos will need to invoke these for relevant chunks
Tests: compile only (though this is a torn submit - FullServerDemos will come in next cl)
Fixed a bug where calling GameObject.GetPrefab could network spawn game objects. Never network spawn game objects if its scene is a PrefabScene.
Merge branch 'master' of sbox
added Swim/SwimAttack/SwimIdle/SwimSprint animations
added temp crocodile fbx with all animations
New: SaveRestore can write to streams on demand
- Refactored common functionality betweeen save-to-file and save-to-stream
- Added thread-safe stream queue for stream requests
- Added callbacks for when stream writing is complete
Working on server demos having a save for each of it's chunks - this is a part of a larger submit.
Tests: using a save of procgen map from staging(140k entities), tested manual full save via rcon, default automated save(every min) + frequent automated save (every second). Loaded all saves - no errors
Added some ramp colliders at the back and front of the battering ram to help with the ground clearance
Fixed SiegeWeaponVehicleAudio NREs
edited vm minicrossbow reload anims
Possible fix for fragile tests
Restore old TypeLibrary at end of SerializeTest
Move VR scene switcher logic into OnStart
Add support for custom specialised asset pickers per-resource type via AssetPickerAttribute
Add SimplePicker, use for shaders until we get something better so that's not awful to use
https://files.facepunch.com/solw/2025/January/20_13-12-GentlePinkriverdolphin.png
Merge branch 'master' into jsonfree-clone
Fix cloning types that do not have public parameter less constructors
Simplify clone. Implement DeepClone for built-in types, for custom types fallback to JSON
Removed WeaponModel.BeamEffect, any notion of beam effect from base weapon - this lives in GluonWeapon, responding to events
Removed some logs
Rename OwnerPlayer() to Owner, add some comments
Setup look anim and spine anim
Add one-shot anims to animator
Create tiger skeleton assets (ragdoll not setup)
Incapacitate blindness tweaks
Allow spawn.report command to pass true/false for detailed (to print off number of each prefab it spawns) and also pass a string filter (so you can return only ore populations)
Fix high tier loot spawning in loot containers as the server starts up
- refresh all loot on the server when the era is changed
- Basic blockout for beehive
Spawn 50% of the sulfur nodes in primitive era
Add support for float weights for spawn populations
Add support to give prefabs different weights based on the era of the server
Add support for custom specialised asset pickers per-resource type via AssetPickerAttribute
Add SimplePicker, use for shaders until we get something better so that's not awful to use
https://files.facepunch.com/solw/2025/January/20_13-12-GentlePinkriverdolphin.png