253,285 Commits over 3,990 Days - 2.64cph!
Projectile unparent fixes.
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Tweaked fireball spawns & speeds.
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fade out person lights on death
highlight current build structure type
rescuable survivor wip
rescuable contact
reload button color/hotkey
Merge from fridge_changes
Remove all mixing references in the cooking UI
Setup new cooking workbench
Add new recipe list
Add chicken pie test item
S2P stables A and B
Fixes old horses still spawning in ranches
Fixed swimming not retrograding gates
Improved buoyancy
Better bounds padding handling for shields (have to artifically inflate the padding for bots)
Model x Materials setup script
Fixed a slight visual movement when switching between shields that share the same animator controller
Implemented the "Filter Properties..." TextEdit in ShaderGraph
Added ShaderGraph.Domain. Can now create Post-Process Shaders in ShaderGraph. Resolves Facepunch/sbox-issues#5866
https://files.facepunch.com/CarsonKompon/2025/January/13_17-38-PossibleAfricanrockpython.mp4
Added ShaderGraph.ShadingModel. Can now create Unlit Shaders via ShaderGraph. Resolves Facepunch/sbox-issues#6006
https://files.facepunch.com/CarsonKompon/2025/January/13_14-55-ShamefulPacificparrotlet.mp4
Added Icons to the BlendMode and ShadingModel enums
Add ConditionalVisibilityAttribute support to ShaderNodes in ShaderGraph. All plugs into the Result node are greyed out except for Albedo and Opacity when using Unlit Shading Model
Add [Group]s to the ShaderGraph nodes with InlineEditor so they can be collapsed and feel less cluttered.
Automatically size TextureSampler nodes so that Inputs don't overlap with the preview image
Added Texture Preview to Texture Cube node
Use [ImageAssetPath] instead of [ResourceType("jpg")] in Texture Sampler nodes
- put ranges on noise gen params
- add ground albedo parameter
- test different way of combining noises for weather
- First pass on multiswap arrow heads
- Disable arrow movement in shoot states and just turn it off when shooting
- Change which arrows are turned on/off in each state
Forward+ Decals
* Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too)
* Tiled culling checks decals within each tiles frustum
* Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface
Our shader includes are a cyclic dependent mess, I have no idea how to not make this simple thing simple
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView
CSceneObject::GetCTransformUnaligned()
Delete random Hammer shit
Catapult projectile orientation fun WIP.
Fix Draw Order in ShaderGraph nodes, fixes certain nodes not showing their previews/icons
https://files.facepunch.com/CarsonKompon/2025/January/13_13-01-SlipperyQuillback.png
Added Icons to all Binary operations in ShaderGraph (Subtract, Divide, Mod, Multiply) instead of just Add. Resolves Facepunch/sbox-issues#6516
Update: DemoServer - spawn entities with the right initial flags
Turns out I had doors in a base to be closed on spawn, leading to tick violations - this fixes it. There's more violations to go.
Tests: Played the demo, checked that the relevant door is now open.
Can now Copy/Paste all properties from Feature tabs in Components and Resources. Resolves Facepunch/sbox-issues#7374
https://files.facepunch.com/CarsonKompon/2025/January/13_12-40-KnobbyIndianspinyloach.png
Fireball small prefab update.
Manually updated Fireball_Small to be like the updated one on the unmerged new-explosion branch, as the old one looked really out of place in this context.
Merge from /main/indirect_instancing
Made indirect instancing system toggleable via ConVar indirect_instancing.enable and disabled by default
Fixed a bug collecting wrong statistics about unsupported shaders
Added jungle tree spawners to spawn.procmap.v3
Created spawn settings for jungle trees and added them to the jungle biome
Removed jungle biome from temp_forest spawn settings
Tweaked jungle tree prefabs to LOD better
At the end of reloading, play back to idle animation (reload_end)
Moved the skidding to CTRL
Double tap CTRL to stand
Block movements when standing
Some initial balance work (subject to change):
Stats are similar to the bow, but slightly less range
Regular Crossbow is still better overall (more effective long range and fires further)
GenerateDungeonGrid stays within terrain bounds
Unlocking the Inspector will instantly inspect your current selection if different
Update qt for windows drag/drop cancel crash fix
More IsValid safety checks for drag/drop events
- Move bolt joints forward
- Setup more masks on idle animations