252,895 Commits over 3,990 Days - 2.64cph!
Added new shield.infiniteshieldblock replicated convar for testing
Constructables now start at full health, and their progress is tied to the amount of resources added rather than their health
Fixed shield blocking again after a holster/deploy if the holster happened while a block was in process
Move curve drawing fixes, support booleans
https://files.facepunch.com/ziks/2025-01-27/sbox-dev_szjSGXh5Ck.mp4
Reduce JSON usage in GameObject.Clone (2) (#1787)
We no longer converts the complete GameObject to and from JSON for cloning.
JSON is only used as a last resort for complex properties we cannot clone directly.
GameObject clones are up to 4 times faster
Prefab clones are up to 2 times faster
Almost the same as #1781 but includes fixes for a few edge cases:
- Match old clone behavior and sort properties when cloning, turns out games can rely on that lol
- Match old clone behavior and enable gameobjects before clone process is completed, games could rely on that
- Fix edge case where the prefab lookup of clones of prefab instances would not point to the original prefab
- Fix edge case when cloning prefabs that contain a nested prefab instance which has a variable that references the outer prefabs root
Fixed towing flag not resetting when the towed entity died or when the horse was admin killed
Fixed medieval barricade damage volume causing damage through construction whe jumping or using half height floors
Remove medieval barricade from spawning in loot tables
Switch to structs instead of offsets, update debug counters for clarity, add clean up on destroy, give foliage unique seeds to keep consistent
Make sure light probe texture gets set to a fallback if it's invalid
Leaderboard backup, run #
17165
Testing out a better way to position shield on server
Support texture sheets on light cookies https://files.facepunch.com/layla/1b2711b1/sbox-dev_bWCx2BHnZC.mp4
Added server.clear_trees_radius, clears all trees around the player within a given radius
Move shield block handling to the server
Ballista arrow flame dynamic movement
Various ballista ammo related stuff (WIP)
Fixed some AO textures that weren't linear.
Direct port of IES Profile Texture from hackweek into TextureGenerator, use Source instead of a file for now
https://files.facepunch.com/sampavlovic/1b2611b1/OCXtsLYQSC.png
Figured out a better way to mask the left hand only for the player animator, removed most usages of ShieldBlockStateBehaviour components as they are no longer needed
This new approach leaves all non left hand data intact so anims like the python revolver deploy spin now works
Fixed shields colliding with things (vehicles mostly)
Merge from media_projects
More blockouts for ziggurat tasks
Adding ziggurat task blockouts
Changed stone highwall physic material to rock (was using metal)
Angry bee swarm experiments
Have tiger freeze when they think their prey spotted them, and resume moving once it looks away
If their prey stares at them too long or start aiming at them, they realize their cover is blown and fight or flight
Fix unable to change winning package
Fix package card wrapping
Probable fix for backdoor dragging oddity.
Exhaust while moving improvements.
Decreased minimum ragdoll velocity required to get up
Improved battering ram door joint breaking
Fixed rotation mismatch when spawning the server gib
Battering ram damage effects