248,616 Commits over 3,928 Days - 2.64cph!
Fix whitespace being added as an asset type tag in search widget
Horse leading fixes and improvements
Cleanup
Wait until shadergraph preview asset is compiled and up to date before reloading shader
Leaderboard backup, run #
16310
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16309
Lets make this shader compile code less pointer'y
Fix shader compile progress always being 0%
Rebuild shaders
Remove unused shader code
Horse saddle swapping & leading first pass
Fix language attribute not allowed - fixes sbox-issues/issues/7221
Fix unable to enter non-game in contests
Use VideoWidget for video widget test, delete VideoNativeWidget
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16301
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16297
- Comment updates
- Fix animations having lower than normal playback speed
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16296
Init AssetPickParameters_t defaults
Fix gizmo tests not initializing camera
GizmoSceneTest uses SceneRenderingWidget
SceneRenderingWidget manages its own gizmo instance
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16287
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16286
Disable gizmo push until I figure out what's wrong with it
Make sure things using scene rendering widgets calls Scene.EditorTick
Push gizmo scope in Scene.Push - Allows for gizmo rendering in SceneRenderingWidget.PreFrame
Don't call Scene.PreRender in SceneRenderingWidget, it's the job of Scene.EditorTick to call this so we ran the risk of this being called twice
Render to widget example in widget gallery uses SceneRenderingWidget
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16277
music misc
curses
curse difficulties
more difficulty player sprites
Generated csproj LangVersion 11 -> 13
lr 300 - v4 exports, anim naming updates, override controller set to use udpated anims
Changed all siege weapon constructable colliders layer to Deloyed
Hide code compile notice when NotificationPopups is false instead of clearing them, in case notification sounds are enabled (was this by design?)
Reimplemented heavy players dismounting
Now only checks when the players weight changes instead of every frame
Specify input type to SerializeToNode when serializing game resources - Fixes Type not being serialized in game resources
Tweaked horses drowning damage
Fixed catapult detailed collider scaling issue
Apply era restrictions to recycler output so you can't recycle items to get blocked items
Enforce era restrictions onto loot tables
- likely will have custom loot tables but this prevents any items squeaking through
- caches valid items for each era in loot tables, resets when era is modified
Only have one version of FloatSlider in sandbox.tools, delete the one in property editors
Fix behavior when deserializing fields with code defined initializer
Partially reverts: 3ce2d74fbd9effd2d280d1a59c9029f4b0a5c387
Added a bunch of tests
Use float control widget in curve editor
Delete FloatProperty
Undo some of this json stuff for now. Has a lot more edge cases than I thought....
Display default name in TilesetTileControl when tiles are unnamed
AutotileBrushListControl no longer shows add button when inspecting the asset, only in the Tileset Editor
Implemented "Inherit Autotile From" setting, display inherited autotiles in the brush list
https://files.facepunch.com/CarsonKompon/2024/December/20_10-14-LoathsomeWhale.mp4
Remove "NOT IMPLEMENTED" text from 15 tiles since it is implemented
Add a few NRE checks for niche edge cases
AutotileBrush.Tileset reference to associated Tileset. Fixed a few more edge cases
TilesetResource.GetAllAutotileBrushes() now returns new copies of the inherited brushes instead of the original brushes themselves, referencing tiles from this tileset in the same positions.
Changing Terrain.MaterialOverride updates mesh if it exists, Facepunch/sbox-issues#7180
Update Terrain buffer when transform changes, resolves Facepunch/sbox-issues#7192
Jungle forest trees / trumpet tree /cecropia / LODs and textures
- Ensure arrow states are kept in admire
- Ensure each reload state resets the rotation timer (still needs more work)
Don't transition to idle after each fractional reload part
Restore two layer depth prepass behaviour which seems to reduce draw calls somehow
Reduce fractional animation time so the transition to the end state is more apparent
Subtracting
109845 (workshop normal fix)