255,659 Commits over 3,990 Days - 2.67cph!
removed walks (doubled up jogs) in player animator for more responsive movement
SubgraphNode now instantly hotloads inputs/outputs on recompile of the references subgraph. Resolves Facepunch/sbox-issues#7526
merge from main/horse2_fixes/handling
Increased minimum air time before ragdoll
Increased collision damage threshold to trigger ragdoll
Less gravity and higher minimum airtime before taking fall damage
Dragging an image into a ShaderGraph will automatically create a Texture2D node. Resolves Facepunch/sbox-issues#7547
Don't try to apply PositionOffset during PS phase in GraphCompiler
Fix search jumping back to previous text
Fix login button wrapping
Datagrid default column sort, aligning
Only include released packages in play fund
Add KqlUtility.BuildRequest( FormattableString )
Add services to list player sessions per package
Package summary for PlayFund
Fix edge case for nav agent ground trace
Properly simulate deceleration for nav agents
New logic also tries to decelerate them as fast as possible
Tweaked turn speed when holding ctrl
Tweaked head movements
Added a gametip mentioning the new horse controls (ctrl for sharper turns)
Also added to the loading screen tip pool
crocodile turns and sprint anims edited
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added mountanybox command to mount first non-mounted bot in targeted vehicle (or create a bot for it if non exist)
corrected AABB distance check (only used in HitBoxSystem and difference not significant for current projectile sizes)
Standalone: better widgets for branding - can't figure out how to lay these out nicely right now though
https://files.facepunch.com/alexguthrie/1b0711b1/sbox-dev_WR7bhtL8E4.png
Standalone: make it clearer when we've finished an export
Tweaked in-place turning behaviour
Decreased gait progression interval when holding shift
Updated default spine offset as derived from idle animation
reduced material usage
updated chicken coop mesh
Reduced the number of draw calls needed per environment volume from 3 to 2
Simplify file uploading to not use MultipartFormDataContent
Attempt to delete the map png file if loading failed - edge case
Use Timeout.InfiniteTimeSpan instead for clarity
Player avatar uses spine1,2,3
Updated all v4 animations
Updated custom offsets on sar and ak
- 100% chance for natural beehive to spawn on oak_c (just for testing)
- Honeycomb worldmodel fixes
- Added ability to change tree additive rotation
- Better handling on death of the tree
- Natural hive drops two sets of honeycomb
Maker timer run at TimeSpan.MaxValue interval
Manifest update for new items.
Egg icon.
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Base shaders: stop using macros for texture creation + sampling, use standard HLSL syntax
Core shaders: stop using macros for texture creation + sampling
Build shaders
yuv_resolve.shader should use explicit register positions (it's sampler was never being properly bound!!)
Setup 8 pie types: Items, recipes, pie VM settings.
Added them to recipe list.
Spring dampen test (Facepunch/sbox#1819)
https://files.facepunch.com/ziks/2025-02-07/sbox-dev_msRAHre2Hi.mp4
Created system that allows trees to spawn/handle an entity attached to them (will be used for natural hives)
merge from main/horse2_fixes
edited tiger run 180 left and right anims and updated prowl fire anim
merge from main/horse2_fixes
Compile fix, don't use Skeleton to reset bone pos for now
Linked chicken pie output item to chicken pie recipe.
Added Brea recipe/item.
Moved the deferred indirect lighting pass into its own class
merge from main/horse2_fixes
Bugfix: read back from the right array of heights after sampling ocean
- Reported by new unit tests
Tests: ran water-related unit tests - now they pass
Bugfix: Make sure WaterLevel tests run full simulation path during unit testing
Previously it was earlying out during GetWaterLevel
Tests: ran the new tests, they report an issue that I need to fix
Removed Vehicle Detailed layer from horses k detection layer mask, it prevents legs from hitting themselves
Restored horse animation speed reset when exiting ragdoll