255,373 Commits over 3,990 Days - 2.67cph!
More rocket splash test scenarios
Improved the gizmos, refactoring
Berry bush static prefabs (all colour variants)
Medieval metal door static prefabs (single & double)
Static variants of food cache prefabs (001-005)
Adjusted build volumes to rule out some clipping hopper placement scenarios
Fixed players harvested by the hopper not getting the proper skull player assignment
Add `test_custom_vitals` command to test modding vitals works
Add code to create custom vitals when the CustomVitals RPC is sent to the client
Add CustomVital template to GameUI.Hud.Vitals.prefab
Added hopper socket to medieval box
Chef kiss gesture - animation + setup. Added icons for all 4 gestures.
Add protobuf for custom vitals message
Add ClientModdingEntity to handle RPC for custom vitals
Fix unreliable rigidbody transforming with position editor tool
Only let 1 item get added to the move queue at a time
Add more checks to try and stop items getting moved to the container if they aren't going to fit (and getting bounced back)
Added debug.dropWorldItems, takes a number and an item shortname and drops all the items individually (eg. debug.dropworlditems 10 rifle.ak)
Fixed hopper throwing an exception when more than 128 world items are in it's radius
+ BaseEntity.SyncVar (doesn't compile)
Added implicit conversion operators
Add correct list of allowed types
Proper client receive method
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Deployed beehive spawns particles as well should it have a nucleus and enough comb
Enable bee particles on the beehive if it has bees in it
- Added some bee particles around a beehive
- Killing a natural beehive makes a swarm
Update: ServerProfiler - vizualize process working set memory
- using debug binaries for now(bc3e74cd)
Need to add virtual set as well and test standalone servers(Win and Linux)
Tests: in editor on craggy.
Update trace solver to latest
Fix bug in mesh cast shape causing incorrect capsule vs mesh casting https://files.facepunch.com/layla/1b1211b1/sbox-dev_a7oytZSV2E.mp4
Directional item dropping. Throw items to the ground in the direction you drag the icons.
Update: able to capture allocations from all threads
Tests: exported a profile in editor.
Update: remove hack that forced early recording of data to test tracking all memory allocations
Update: able to record working set of a process
Tests: tested in editor for win, need to test on linux
Improved server projectile trajectory prediction
Folders
Bugfix: ProfilerExporter - filter out worker thread marks that are before the frame start
It was originally correct, but in previous commit I simplified the code, thus breaking it. This restores it.
Tests: none, as currently too many changes present in workspace - will test later
Door controller tests tweaks
Prefab test scenario system (very wip)
- Allow us to create more complex tests that aren't practical to write entirely by code
- Scenario prefabs placed in the correct folders are automatically added to the test list
- Added scenario prefabs loading copy pasted bases and firing rockets at specific hand-placed points, checking that the health of every building block is correct
Pie world model visuals now match their view model versions: matching tin colour and correct toppers.
Added WorldModelVisualConfig for applying FoodVisualConfigs to world model items.
Fixed pie tin tinting.
Assigned placeholder tin colours for all pie VMs.
Better handling for backpacks, extract all items
Hoppers ignore backpacks (temporary fix, will get this working later)
Revert "Make SpringDamp / SmoothDamp frame rate independent"
Breaks some games, looking into it now.
This reverts commit 825f6120d224d04fce8298534c83d14b2a32bdc5.
base rig fbx, placeholder anims, animator, prefabs
Merge from menu_friends_list
Fix some stuff that got stomped in Hand.cs (sorry Tony)
Initial first pass at procedural hand poses, bit buggy, needs cleaning up
https://files.facepunch.com/alexguthrie/1b1111b1/sbox-dev_s4WQrpNId2.mp4
Fixed warnings not having their ~special~ color in srcds console