238,093 Commits over 3,837 Days - 2.59cph!
Terrain: Add Hole tool
This is a seperate R8 texture currently, but will be JsonUpgrade and folded
once the splat map becomes an index map.
https://files.facepunch.com/matt/1b2111b1/0pGQXMLbc2.png
atm
robo assistant
prayer beads
Browse cloud terrain materials button
Can drop terrain materials onto terrain in scene
Pass the attacker through in AreaDamage, molotov kills link back to the killer correctly - support showing a fire icon for kills that had the burn flag
Do the same thing with explosion damage, also bring through the molotov itself so it can be used in the kill feed
https://files.facepunch.com/tony/1b2111b1/Q9BbqU5SVE.png
Show the damage you dealt to your killer
Set gamemode on map vote end
Don't set cursor position if !IsAppActive()
Fix WatchPhysical() test, shouldn't be ticking before check
Oops - don't need obsoleted KeyModifiers anymore
Don't inject EnsureSufficientExecutionStack calls, see if that changes performance in any way
Lets see if CollectionsMarshal.AsSpan is any faster or if Nick Chapsas is a liar
Skip all this if we have no rendertree
Clean up
Leaderboard backup, run #
12607
Hull collider can be updated without recreating the physics shape
Use MakeDirty for model collider
Sphere collider can be resized without recreating the physics shape
Capsule collider can be resized without recreating the physics shape
Add internal functions for updating spheres, capsules and hulls
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
Plane collider can be resized without recreating the physics shape
Move this internal resize attribute to collider so I can make use of it for all the other colliders
Rebuild or update collider if they're a child of the rigidbody object and their local transform changed https://files.facepunch.com/layla/1b2111b1/sbox-dev_UFKO9q1Mrr.mp4
Fix hitbox adding box shape twice the size
Add Box Gizmo to Hitbox Component
Use SRGB texture in text shader
Fix calling Update for the active scene in editor for every scene that was open
Only sort children if it's needed
More optimizing
I'm not sure that the RENDER_BUFFER_DYNAMIC_VERTEX_FIXED_SIZE size restriction still exists
Text rendering use anisotropic
Added mid skin materials
Added mid head variation
Added EyeAO materials
Fix RoomManager gizmos
Update Sprite Tools
Fix Texture.Load issue in ItemComponent
Updated Sprite Tools
Show Aggro Range gizmo when enemy selected
Optimize single non-spritesheet Sprites
Switch text shader to use bindless (to see if there are any perf changes)
Terrain Materials accept dragged cloud assets
Convert the rest of RenderAttributes stuff to use StringToken
Move SetRenderState out of the draw loop, called manually
Add internal, templated Graphics.Draw<T>
Delete PanelRenderer.Text.cs
VertexLayout is public, has attribute system to define vertex layout
Don't push identity matrices when rendering UI
Update ParticleModelRenderer.cs
Leaderboard backup, run #
12583
Fix last particle not processing
Add pitch and yaw to particles
Another TextureAtlas NRE fix when uninitialized
Fixed CellOffset visual display in Spritesheet Importer
Fixed Cell Offset in Import process
Use Pixel Font for Damage Numbers
Increase Map Generation Size with each Floor. Guarantee one item room each floor, adding another every 4 floors
Fixed enemies walking through walls
Fix dash networking
Added Enemy Spawner Component, Sprite and Prefab
PrefabSpawners have SpawnOnStart. Crates/objects will spawn on map generation, enemies will not spawn until entering room.
Doors close when entering Room (if room has enemy spawns). Doors open after clearing all enemies.
https://files.facepunch.com/CarsonKompon/2024/July/20_00-42-AntiqueMeadowhawk.mp4
Tick correct session in SceneViewWidget. Fixes occasional `Error calling 'tool.frame' on 'Editor.SceneViewWidget'`
More hill cliff progress / improved cliff shapes / scaled cliffs down
Improve flatten tool, first stroke saves a plane to trace against to get flatten height and uv https://files.facepunch.com/layla/1b2011b1/sbox-dev_KIb8siErec.mp4
Update dirty collider region for heightfield materials
▋▅▊▌▄▆ ▄▉▅▌ ▅▉▌▌▄▌ - ▇▊▌▋▉█▊ ▇▍▇▉█▋▊▌▌▅▄ ▄▇ ▊▅▆▆▊ █▇▅▋▄ █▌█▇▆▊ ▇▉▅ ▆▉▆▍▋▊▉▋
▅▌▍▊▊▇▊ ▄▍██▋▅▇▇▆▍▍ ▌▇ █▅█▄▌ ▊▊▌ █▌█
Added variable relief sample count based on shader quality level
Fixed disp/height map detection in material inspector
Optimize entity menu codegen to reduce memory usage
* Replace the per-option GameMenu.Option field (120 bytes) with just the action caches (8-24 bytes)
* Cache the phrases instead of allocating every time they can display