238,093 Commits over 3,837 Days - 2.59cph!
initial setup of serverside ragdolling with moderate bike collision damage
Fix component header not swallowing context menu events, fixes Facepunch/sbox-issues#5876
scaled up the icon a wee bit
Update: Updating ProtoBuf Codegen to use new Pool API
* Includes new debug CodeGenerator binaries(built from FreeList-Depr branch, commit 1874d134). RustProtoBuf will be merged to main once I get closer to completion of teh refactor.
* Generated new Rust.Data/generated/*.generated.cs files with no FreeList calls
Tests: build tests for all targets
Support state names to help debugging FSM, and fix range / speed bugs in wolf encircling
Update the wire positions when playing the wobble animation
Tweaked main collider
Update: Deprecation of Pool.FreeList API
We now generate either Free call for classes (as they are IPooled) or FreeUnmanaged
Fix physics builder stomping physics tags with material tags, they should just append
Wobble animation when triggered
Triggered when damaged
Removed "invis" tag, it's useless
Set up collision rule for grenades not colliding with player_clip
Apple Silicon / ARM64 native libraries (allows everyone to use the Apple Silicon Unity editor)
reduced texture size on tin_can_wire to 256 x 64
Not deployable inside trees
Always look up and don't use the target normal
Added SSE2 back to x64 target
Leaderboard backup, run #
12631
Hook up win and lose animations
Merge from community_improvedcountdowns
More changes, thanks Plastic
Merge TrainBreakBarricades -> main
Adjusted damage to barricades by trains, and to trains by barricades
Reapplied changes, added TimerFormat setting
adds the ability to format the number as a timer with various presets
Re-Applied JSON API changes
Oops.yaml
Ensure Unique Names for unnamed panels
if panels are expected to be found by name then the name should be unique by default, the Countdown component requires this because it now re-uses the DestroyPanel function from the main class, but other branches like the animation branch benefit from this aswell
Upload Countdown Test example
Added Reset method
just resets the Update Invoke
Call Reset if the Interval gets updated
Update Missing sprites
Merge branch 'Facepunch:master' into CountdownImprovements
Fix Invoke post Client hashing
switch to using InvokeHandler based Invokes to avoid FP's client hashing from breaking text invokes, its possible nameof could have worked but i dont know enough about their build step to confirm that
Move example json to test folder
Undo invoke change & fix spacing
undo invoke changes as there is a fix for string based invokes
Merge changes
Removed the new GUID for every unnamed component - this broke our internal community UI test and would have likely posed issues for general back compatibility
Some minor formatting changes
Thanks for the PR!
Merge pull request #56 from Kulltero/CountdownImprovements
Countdown improvements
Only show the barrier dust effect when the latest damage came from a train. Hijacking the available simpleInt protobuf so we don't need anything new.
Implement PR #56 for community UI - countdown component improvements
Minor changes made to PR for improved backwards compatibility and formatting
Also improved the Load Custom UI editor button to automatically open the tests folder
Push force damage can be adjusted via trainDamagePerMPS
- Include the double cover barricade as well
- New barricade damage effect for the thinner barriers
- Fixed some barrier positions not working correctly
- Using some more component interfaces
- Don't damage barricade anymore if train turns off
Cornel Box scene with moving light for GI test
Make SSR reconstruction ghosting less apparent
Fixed misconfigured roll bones on player model
Adjusted aim spine v2 settings on lr300
Adjusted spine look at weights on player model for less leaning, rely more on the head for movement
GGXCubemapBlurHelper::GetFaceAndUVFromDirection was giving mirrored directions, recode it to point to correct direction, GGX skyboxes look very nice now, fixes a few issues specially in low resolutions, up sky.shader version so CI rebuilds textures
donut
cheese
battery
service dog
love letter
Leaderboard backup, run #
12626
Adjustments for cubemapper and set barrier before setting renderstate
Make sky always sample from mip 0, ensures that it's always sharp even in low res viewports (eg cubemap fetching
Tuned motorbike headlights.
Allow trains to smash through deployed cover barricades
Added a TOD toggle on electrical lighting.
Fixed faulty street light bounce.
Support terrain collision holes (Use I8 instead of A8 image format for hole map), still need to refresh contacts on dirty though https://files.facepunch.com/layla/1b2111b1/sbox-dev_60iyvuYQ7S.mp4
Fix gizmo bounds on SpriteComponent when origin was in lower-left quadrant