248,545 Commits over 3,928 Days - 2.64cph!
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
Leaderboard backup, run #
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)
Arcade Arena Map
https://sbox.game/facepunch/c_arcade
Delete citizen_2023-03-06.fbx
Slightly more reliable reload animation. Reload now always dumps into the same slot no matter the barrel orientation
linked and positioned fire,poison,bone,stone and metal arrow heads to bolt joint 3 and 4 in minicrossbow view model prefab.
linked and positioned fire,poison,bone,stone and metal arrow heads to bolt joint 1 and 2 in minicrossbow view model prefab. Also added 'viewmodel sway' and 'viewmodel lower' scripts.
▅▅▍▉█ ▌▌▆█▉█▊▌▉▌▉▆▅█▅▇▋▉▊▉▌▊▇▊█▍▇ ▉▅▍█▊▌█▄▆▄ ▌█▄ ▉▌▊ ▌▆
Update .gitignore
Create Input.config
Update some animation stuff
Use animgraph on player
▊▆▍▍▄▆█▋▄.█▅▆▋▍▋ -> ▊▍▇▇.▄▍▄▄▉▆
Fix save/save as not working as expected with prefabs, default to location/filename of existing source if one exists
Tweak editor File menu, make actions more context aware/prevent in dodgy circumstances
Improve readability of File > Open Recents menu, show correct icons for type
VRAD3 (& it's resourcecompiler) explicitly uses rendersystem, our tools can omit it but we need to read back textures from the GPU for map compilation
Moved the tyre so people can't drive a bike up it to clip through the window and skip the puzzle
Strip expressions from CVfxShaderAttribute
Horses can now swim in deep water: slow speed and consumes stamina
Added basic buoyancy
Apply additional drag when moving in shallow water
Code cleanup
Fix crash due to yoga measure function exceptions
Print if compile failed
More shader code cleanup
V_atoi64 return 0 if string passed in is null (fixes antlr crash on syntax error)
Revert "Launch ToolAppSystem pretending to be a dedicated server so it doesn't use rendersystem for CI, revert me soon"
This reverts commit 5e0b9b50644194ea43e8ae7c9c3bafb4292de7d0.
Revert "Reenable rendersystem for console apps for map compilation"
This reverts commit 612f6a9f5352f83d87d2540572f83d64c7fa4e5f.
Launch ToolAppSystem pretending to be a dedicated server so it doesn't use rendersystem for CI, revert me soon
Reenable rendersystem for console apps for map compilation
Invert logic of bSupportsLightmapping, make explicit flag of "NoLightmapping", doesn't feel right to apply that flag in every shader when it all should just support it
- moved some verts on the hoodie to allow it to cover clipping on knight armour
- updated prefabs with new hoodie mesh
Simplify AudioDistanceFloatControlWidget and don't rely on FloatSliderProperty for it
Delete FloatSliderProperty
Allow slider paint override on FloatControlWidget with function override or action
Use FloatControlWidget for color picker HSV sliders
Leaderboard backup, run #
16253