252,910 Commits over 3,990 Days - 2.64cph!
Fixed issues on world sizes that, when divided by 216 and rounded down, resulted in an even number
merge from primitive/gameplay
Resolved tech tree pathing issues
Add some more comments for things that will get removed once we delete the old undo system.
Expose UndoScope via Scene.Editor
Fix Typo
Fixed nesting issues with GraphCompiler and subgraphs
Bugfix: ServerDemoPlayer - replicated polayer now follows demo's trajectory
- Also added more detialed logging of position messages
Decided to stop avoiding syncing player's position to outgoing messages, as there's weird teleport in the recorded demo. But at least now it works as expected.
Tests: Played back the longer 2 player demo - all good. Playerd back the known short demo with violations - still present, so also good.
ShaderGraph GraphCompiler can now resolve the results of Subgraph nodes (only in a few cases at the moment)
GraphCompiler now resolves nodes referenced in NodeResult.Func outputs when in subgraphs appropriately
properly disable horse animator while ragdolling, better perf but also stops audio triggers from animator
Probably fix infinite loop in game.cleanupmap
Undo changes to bone_manipulate entity
Appears to be server/client sync dependent
Restore changes to game.cleanupmap, as it should be safe now
merge from primitive -> aux2
merge from primitive_gm -> primitive
Probably fix infinite loop in game.cleanupmap
Undo changes to bone_manipulate entity
Appears to be server/client sync dependent
Fixed bone manipulated entity's render bbox exploding
For some models (probably with procedural bones?), if bone manipulated, the renderbounds can explode drastically due to bones that are "unreadable", negatively affecting shadows as well.
Read kb_act.lst from MOD
Added Entity:Alive
Hammer: Fixed collision model being offset in 3D when dragging
Hammer: Fixed keybinds for 1 & 2 not updating the setting correctly
Do not set thread count to 1 if the CPU has over 32 of them
Limited to 64 now, and is clamped instead of resetting.
Pull Request: Fixed inconsistent margins on language list/start game
Fixed "Toggle" input on triggers improperly toggling the entity
It was not actually setting the enabled state, only making it non interactable.
Now properly sets the enabled state, just like Enable/Disable inputs do
Geiger counter only reacts to enabled trigger_hurts
Add NRE checks to SpawnGroup (to account for some spawners having null prefabs)
Bugfix: ServerDemoPlayer - don't duplicate connected players
- Also added expanded tick logging
Connected player doesn't move due to tick divergence - investigating.
Tests: played back a 2 player demo with 2nd player connecting half-way-through. Only one player gets created in expected position
Add primitive server browser tag
Fix existing gamemode tags not appearing to work
Add TextureGenerator boilerplate
TextureControlWidget poc
Fix NRE in SpriteRenderer when texture is null
TextureControlWidget creates a child ResourceControlWidget instead of trying to be one
Draw texture preview
Standardize internal way to async replace placeholder textures
Add Sandbox.Utility.ForAsync
TextureGenerators are async
Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup
Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits
Add TextureEditorPopup
Clean up TextureControlWidget
Add Color.Rgba16 (half based color)
Add Bitmap class
More bitmap stuff
Bitmap draw and bitmap pen
Bitmap drawing fixes
Bitmap clone, IDisposable, IValid
Wrap IResourceCompilerContext
Find "$compiler" in resource json and launch compiler
Add more ResourceCompiler functionality
Managed can override compiling of any resource
Add Texture.GetBitmap
Simple texture compiling from managed
Add Bitmap.ToFormat( ImageFormat format )
Add TextureBuilder.WithMips() - auto mip count
Bitmap.ToTexture supports mipmaps
ResourceCompiler.Compile is async (but we have to run it syncronously)
ResourceCompiler,. ResourceCompilerContext are in Engine
Add transient filesystem
Add Texture.IsError
Compile embedded textures to transient folder
Double height texturcontrolwidget
Remove debug
Add Bitmap.DrawText
Clean up
Lock FontManager cache when accessing
Refactor
Generated resources get weak cached in memory for re-use
Cleanup floatbitmap, add LoadFromInMemoryTGA
Load Bitmap.CreateFromBytes supports tga
Better tooltips on TextureControlWidget
Don't support mipmaps if npot (until we figure out how/why)
Create Bitmap.Filters.cs
Bitmap supports psd loading
Fix a bunch of bitmap filters
Add Margin.IsNearlyZero
Fix blur/sharpen thinking the edge of the bitmap is the end
Control widget tweaks
Pass ResourceCompiler in ResourceGenerator options, allowing us to add references
Fix asset picker ignoring AdditionalTypes
Move ColorTextureGenerator
Move RandomTextureGenerator to engine, allow normals creation
Add Widget.GetDescendants<T>
Expose OpenColorPopup on ColorControlWidget
Add [TextureImagePath] - allows selecting an image or a texture
Don't cache resource if hash changed while generating
Expose CreateEmbeddedResource on TextureResource
Bitmap.Rotate resizes the texture
TextureControlWidget has shortcut buttons for selecting a file, or color
Add bitmap SVG loader
Return white for default colors, instead of transparent
Add MainThread.Wait()
Add EngineFileSystem.Mounted (!)
Create TextTextureGenerator.cs
Create RadialGradientTextureGenerator.cs
Create LinearGradientTextureGenerator.cs
Create ImageFileTextureGenerator.cs
Expose Svg texture generator
Expose TypeDescription.Order
TextTextureGenerator tweaks
Fix warnings and errors
Add bitmap SVG loader
Return white for default colors, instead of transparent
Add MainThread.Wait()
Add EngineFileSystem.Mounted (!)
Create TextTextureGenerator.cs
Create RadialGradientTextureGenerator.cs
Create LinearGradientTextureGenerator.cs
Create ImageFileTextureGenerator.cs
Expose Svg texture generator
Expose TypeDescription.Order
TextTextureGenerator tweaks
Fix warnings and errors
Improve game styles (#2192)
* Improved Server List
* Improved NavBar
* Improved NewGame
* Improved Workshop
* Undo style changes
* Actually make the margins equal for Start Game
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Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
exported tiger swipe at fire anim
Fix ferry terminal train tunnels always being blocked off instead of only being blocked when underground trains is disabled
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Submitting scaled down ballista weapon rig
Pass ResourceCompiler in ResourceGenerator options, allowing us to add references
Fix asset picker ignoring AdditionalTypes
Move ColorTextureGenerator
Move RandomTextureGenerator to engine, allow normals creation
Add Widget.GetDescendants<T>
Expose OpenColorPopup on ColorControlWidget
Add [TextureImagePath] - allows selecting an image or a texture
Don't cache resource if hash changed while generating
Expose CreateEmbeddedResource on TextureResource
Bitmap.Rotate resizes the texture
TextureControlWidget has shortcut buttons for selecting a file, or color
merge from primitive/gameplay
techtree 2 progression
gate workbench 3 (for now)
merge from primitive -> primitive_gm
Fix T2 tech tree appearing twice
added new mount art for static ballista
Fixed ram lighting enabled state not looking quite right.
reset horse spine local pos after ragdolling so it doesn't occassionaly turn into an accordion
Throw when trying to destroy uninstantiated prefab
Handle references in prefab variables to prefab root differently
Editorconfig updates (end_of_line = lf, insert_final_newline = true, resharper_csharp_wrap_lines = false)
Fix oversight in aim time calculation
Fix tiger thinking someone is always aiming at him
- Code cleanup
- Can pickup hive if theres no honeycomb left inside (you lose the bees inside on pickup)
Merge from multi_auth_radius
Add authradius_radius and deauthradius_radius.
Eg "authradius_radius 5 5" to auth everyone within 5 units (of the command issuer) on all entities within 5 units of the command issuer.
- Added honeycomb
- Beehive now stores items (honeyomb)
- Beehives generate more honeycomb the more bees are inside
- Bee's wont generate unless theres some initial honeycomb inside the hive
Fix baseEntity.query returning client entities in editor
Added depth checks when writing to the Additional Flags buffer in the GBuffer pass
Update: ServerDemoPlayer - automatically validate the demo offsets if debug.json is available
Tests: Recorded a single player session on craggy - no reported errors.