253,024 Commits over 3,990 Days - 2.64cph!
Added TerrainConfig.GetCurrentGroundTypeNoAlloc, compare the physics material by instance id instead of by name
For 100 catapults, from 3.9 KB 0.2ms -> 0.1ms
Remove player friction stuff, derive from surfaces instead
Fixed scoped weapons keeping aiming tag when ending scoped state
Fixed "UseCrosshair" not doing anything, M700 doesn't have a crosshair once again
Use equipment flags for aiming instead of half tags, half flags
Make sure to stop any stationary siege weapon chassis visual update tick
Add Texture.GetBitmap
Simple texture compiling from managed
Client.Kick functions as intended
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Update m700 package
Update .gitignore
m700 sight attachments attached to root bone
- Minor mini crossbow animation cleanup
- Reduced some noticiable flickering
- Added more lerp time
Additional improvements:
Fix download status icons being displayed before buttons load when changing pages.
Fix blank buttons appearing on first load before page finishes refreshing.
Gas Cylinder Colour changes, model doc update
PlayerState -> Client
Use M700 with arms
FloatControlWidget keeps the drag delta intact, fixes janky drag on int controls
Add Texture.LoadAsync using AsyncResourceLoader
Add TexturePicker
Add PickerOptions.InitialSearchText, populate from native params
TexturePicker uses InitialSearchText so it starts filtered to _normal/_ao/etc where that's handy
When dragging multiple GameObjects onto a ListControlWidget of Components, get the first component from each GameObject similarly to if we were to drag them each individually.
Made improvements to MoveModeDefault so we're not struggling up ramps
Make tiger weave less than wolves when attacking, as it doesn't fit its personality as much
Updated pumpkin world model collider so they no longer roll indefinitely when dropped on the ground
Update fsm speeds, fix other roar NRE, reduce tiger sprint speeds
Update: DemoServer - properly dispose resources on playback end
Tests: played back a server demo - no new errors
Removed ballista pulling interaction
4ShotMiniCrossbow -> primitive
Implemented new quicker animations
Added more visual flair and punch to tiger attack impact
Battering ram headlight toggle
Move file
Match old (incorrect) GameObject enabled state handling during cloning, some games rely on that
Cleaned up ziggurat blockout FBX and other related assets. Cleaned up ziggurat scene. Started adding blockout bamboo scaffolding kits.
exported edited tiger gait anims
Improvements to how delta snapshots are stored. Make sure we apply all snapshots so long as the last processed value for an entry has an older snapshot id.
Match old clone behavior and clone properties in alphabetical order, some games rely on that 💀
Merge: from main
Tests: none
Update: new ProtobufCodegen bins + ran generation
Moved my utility funcs for reading u64 from buffers from Rust project to the library itself
Tests: played back craggy demo
Add clone tests to master
Buildfix: remove no longer existing method
Tests: editor compiles in Client+Server
Add more ResourceCompiler functionality
Managed can override compiling of any resource
Submitting panther rig to tiger branch
Update: add VarInt U64 buffer read&write utility funcs
Allows to avoid interacting with a stream and it's bookkeeping.
Tests: Used as part of server demo playback
Added player gibbing, damage system wrapped in TraceAttackInfo.From( tr, ... ), added DeathmatchDamageInfo [temporary, I wanna see what we need to add before thinking about merging to DamageInfo]. Explosions will create every gib.
https://files.facepunch.com/devultj/1b2211b1/sbox-dev_3gY6EMu0Bd.mp4
Cache workshop item state and only query if needed. Reduces workshop screen button Update() from over 4ms a frame to 0.04
Tweaked battering ram cockpit colliders