253,154 Commits over 3,990 Days - 2.64cph!
ratchet spanners and trowel props + fixes
+ pliers adjustment
+ added rusty skin to claw hammer
Medieval barricade now has its own unique description
Add 'jump to code' asset inspector toolbar shortcut for custom resource types
Swap dead wiki page link for docs url
Use [IconName] for PrefabFile.MenuIcon
Custom resource types will inherit custom editors of base types if they've not got one
Can drag/drop files and folders onto path widget segments to copy/move there
Fix gameobjects not resolving correctly for undo actions
Some float skyboxes have negative color, don't sample negative values when doing GGX filtering
https://files.facepunch.com/sampavlovic/1b1411b1/mspaint_YDO07zEdFf.png
Move undo logic to editor only code
Rewrite undo for all drop objects
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Use Application.IsDedicatedServer wherever we were using IsHeadless before
Add CrossbowWeapon, CrossbowProjectile, needs some polish/improvements but is working
Fixed renderer viewmodel logic
Fix dedicated server on older terminals
Restored "JellyFish" shader
Clicking off from the Color Picker in ShaderGraph will no longer instantly re-open it. Resolves Facepunch/sbox-issues#5897
ShaderGraph will no longer completely error out it can't find a node, and will instead create a "Missing Node" which resolves itself once the node is found. Resolves Facepunch/sbox-issues#5805
https://files.facepunch.com/CarsonKompon/2025/January/14_11-56-FloralwhiteGrackle.png
Don't rebuild the entire ShaderGraph UI when we hotload.
Add Debug -> Log Last Compiled menu option to action graph editor
Update Facepunch.ActionGraphs to 1.9.17
* Fix incorrect pure method call compilation with out parameters
Test reproducing #19
Fix #19
3p minicrossbow 4 reload end anim set up
DepthNormals mode, uses values directly instead of Material, attach it to ShadingModels
3p minicrossbow 4 reload animations set up
4k textures for lunar wall frames
Fixed screwed reload wm animation speed
Texturing feedback Old TV 2
Added Cut, Copy and Delete options when Right Clicking node(s). Resolves Facepunch/sbox-issues#4096
https://files.facepunch.com/CarsonKompon/2025/January/14_10-42-DotingLoon.png
Added Paste Node(s) option when right clicking in ShaderGraph (only visible when nodes in your clipboard)
Server Console Status Bar (#1770)
Now I remember why I didn't add this > before
lunar wall dividers icon render, prefab setup ,spawnable, lods, gibs, collision
Make scientists strafe erratically when fighting at very very close range instead of wasting time seeking cover
Update: DemoServer - bypas failed validation
- We can't always reconstruct correct tick history in some situations, so instead we'll use them as data to compare against
Tests: played the opriginal long demo - 1711 total violations across ~18 players.
Added GraphCompiler.RegisterFunction, allows you to create your own custom ShaderGraph nodes without modifying the base addon.
Resolves Facepunch/sbox-issues#4141
Resolves Facepunch/sbox-issues#4389
Rider eye motion when galloping
Add warning if we got a reconnect message not from the host
Deserialize GameObjectFlags.Hidden - Fixes saved hidden gameobjects not being restored with hidden flag
Get rid of S_NON_DIRECTIONAL_DIFFUSE_LIGHTING, use g_bNonDirectionalDiffuseLighting attribute instead
Dragging a prefab into an action graph creates a scene.ref node
Fix scene.ref thumbnail for prefab references
More informative / nicer display info for scene ref nodes
https://files.facepunch.com/ziks/2025-01-14/QYoZj9M8T7.png
Add analytic to SceneNetworkSystem.GetSnapshot
Add Application.IsDedicatedServer
Dedicated server performance analytics
Launch sbdb with datacore
Merge branch 'master' into console_stats_overlay
Launch sbdb with datacore
Add maplist convar, use it to select the next map
Ensure entity handles arrow head swapping the same as viewmodel
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- Worldmodel masks
- Shorten reload to single loop
- Update arrow tip enable list in the worldmodel
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Update: DemoServer - rudimentary tick visualization using gizmos
- Temporrary while working on server demo reconstruction - will rip out once done with feature
Tests: used on a demo recording on Craggy + the original demo that started it all.
Siege harness bone constraints setup
merge from Knight Armour DLC - KnockerPhys
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Add NodeLibrary.ActionGraphCompiled to enable expression debugging
Add analytic to SceneNetworkSystem.GetSnapshot
Add Application.IsDedicatedServer
Dedicated server performance analytics
Setup some masks for 3rd person animations to ensure they dont fire all the arrows at once