255,830 Commits over 3,990 Days - 2.67cph!
ActionGraph: fixed not being able to save expression delegates
ActionGraph: don't try to set { init; } properties
Fixes Facepunch/sbox-issues#7533
- Properly clamp mapped entry
- Couple more safety checks
check active inventory item instead of "held"
since player's active weapon can be set in other places besides inventory input
Restore siege weapons research costs
merge from batteringramdoor_nre_fix
merge from highwalls_recipe_fix
render actual shadow map for cloud on world shadows, better weather noise, decompress detail noise (artifacts are too noticeable with compression, need to look into further)
Fixed BatteringRam.MoveToNormalBreakForce server NRE
Duplicated and null ingredients ItemDefiniton tests
Unused materials using those unused shaders
Fixed ice high wall double ingredients
merge from highwalls_recipe_fix
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Rename functions (Tangent -> Handle)
Another potential VoiceComponent fix for Facepunch/sbox-issues#7450
Sync splines with PR branch
Merge In/Out & In/OutRelative into a single property.
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Clean: removing unused WaterFactorForPlayer that didn't return WaterInfo
Tests: compiles in editor in SERVER+CLIENT mode
Bugfix: ensure we cache WaterInfo for players that use various vehicles
Some vehicles have custom logic to check how submerged the player is, and we would miss the water info taht was used to calculate it.
Tests: tested via DPV - submerged factor was 1 and waterinfo was valid (before it would report factor of 1, but invalid waterinfo).
Added Player:ExitLadder
Remove unintended/possibly breaking changes
Update: BaseMountable.WaterfactorForPlayer can now return WaterInfo
- allows further reusing of the same water info down the line
I actually need it to make sure all our player's cached values are correct - will fix in next submit.
Tests: none (as it's not in use in this CL)
Revert commit a6f4d1d0dcdda5da45be89b9ece67c21f18e9901 for now since that wasn't the correct solution
Fix spline editor to support vector3 scale
Bring spline code in sync with engine PR
Codegen/manifest to get bet branch working again
Delete unused (or should be unused) shaders
* ui
* ui_texture_on_model
* visualize_cloth
* visualize_nav
* visualize_physics
* blur
* unlit (ui shader)
Deleted unused non-compute gaussian blur shader
Delete pre SM4/DX10 compatability code
Don't try to disable these shader warnings
Decals gradient uv scales off the proper axis (stops mipmapping way too soon)
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Merge from fix_texture_streaming - let's see if Jenkins will pick up on this
First person: move FireModeSelectAnim weightlists into prefabs
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Dispose SoundStream in VoiceComponent when finished. Facepunch/sbox-issues#7450
Add DataGrid
Add DatePicker
Add PlayFundService
Add cron job to update playfund
Add Playfund admin section
Transaction page fixup
Fix warnings
Clean: fixing profiling scope name
Tests: none, trivial change
Standalone: we might need this DLL actually 🙈
Merge from /indirect_instancing to fix build
Fixed battering ram arm not hitting decor colliders
If no entity is hit, it now checks for decor colliders and considers them valid targets, triggering impact effects/animations etc
Toned down the collision damage
Update: FinalzieTickParallel now uses batched WaterFactors query
- had to add more fork-join-style code to deal with batching
This allows us to sample water information for all relevant players as a burst job (and there's further untapped potential). Next up is trying to batch and jobify physics checks.
Tests: played in a solo session with parallel processing enabled - running, driving, swimming worked normal. Played back all of my server demos with analysis enabled - no new violations detected.
Prevent tigers from being too easily stunlocked by fast firing weapons
Remove TypeKey from EditorShortcuts and use Type instead of string as key.
EditorShortcuts will now resolve shortcuts in parent classes. Resolves Facepunch/sbox-issues#7531
Bugfix: use the right allocator for a waterlevels batch
- This revealed that we have an Application.isPlaying check that prevented this from being detected via unit tests
Tests: ran unit tests (but they're useless in this case), ran all demos that use the new code(yet to submit) - no more exceptions