248,643 Commits over 3,928 Days - 2.64cph!
- get sun color from proper components
- sharpen density curve to improve definition
- also sharpen density-coverage falloff curve
- better approximation of inner glow/multiple scattering and ambient scattering
Show catapult ammo model in the basket, based on the item loaded
slow and greedy starting point for marching cubes
- not calculated in correct coordinate space or interactable, but can at least present the correct mesh for a given 3D dataset
Have wolf fsm tick slower when no player is nearby, similar to senses
Switch case node
https://files.facepunch.com/ziks/2024-10-31/sbox-dev_YiyL34b2CY.mp4
Fix serializing empty arrays
Fix elevator and fluid splitter
Fix arrows trying to render when the IO port doesn't have a direction configured and flooding F1 console with warnings
FIxed some minor memory leaks
These are mostly in developer features to do with KeyValues, not normal gameplay
Init m_rgflCoordinateFrame on creation clientside
This fixes certain matrices being nulled out when they are not supposed to, such as prop_vehicle_choreo_generic look angles
Do not EstimateAbsVelocity since we network it for every entity anyway
prop_vehicle_choreo_generic SetCanShoot now lets you shoot
Simply sets SetAllowWeaponsInVehicle on the player, rather than what Portal 2 was doing
Add some more known backdoor URL to blacklist
Added more entities from Portal 2
point_viewcontrol_multiplayer
point_viewproxy
npc_personality_core placeholder
Added custom mask parameter to FadeUI
Added DeathType, dictates FadeUI mask. Added DeathType property to KillTrigger
Fix & add IO port directions on a bunch more IO entities
Combine wolf senses and fsm into a single budget for simpler tracking, and also because we want senses to drive the fsm tick rate in the future
concrete_trim_02 painted files
Fixed battering ram jittery reverse speed
Use a flag instead, for safety
Add clear button to asset/cloud browser search bars
AssetPicker: Standardise initial selection logic, prefer selecting cloud package for cloud assets (and not .sbox disk path)
Fix focusing AssetList on entry sneakily not working
Wait for cloud browser to receive results before selecting initial selection
Cherrypicked
106981 (Fixed battering ram fire button working only once on the client)
Fixed battering ram fire button working only once on the client
Add pivot to sprite renderers
Updated battering ram hardware art
Fix wolves not playing 180 anim anymore when fire is lit right in front of them (regression)
Expose zfar on game prefab
Hook remaining wolf idles
Make sure state and transitions are always deep copying internal lists
Prevent cloud browser from shitting pant with duplicate facet tags in query
Don't add type tag twice when FilterAssetTypes is specified for cloud browser
Cloud browser: Hide sidebar type locations when FilterAssetTypes is specified
Fix state cloning making a shallow copy of lists, causing clones to share the original transitions
merge from siege_weapons/horses
Latest playercontroller
Slow down default rotation speed
Remove unused
Clean up
Consolidate
Fix wolves sliding when waking up
Cleanup, removed the stand when braking at full speed
Compile fix
Update Facepunch.XR to match commit 5cb9da3f30cde711d40b872e8b37e29c6f1dfbfe
API fixes
When wolf braking too abruptly
Tick steering manually from serverMgr instead of unity's update
Don't crash if we fail to open bindings JSON file
PollEvents() returns NO_SESSION_RUNNING if a session isn't attached
Cloud asset uninstall flow/ui
- removes all references to the package from your project
- deletes all files that're no longer needed from disk
- updates package references to remaining installed package where there's shared files
https://files.facepunch.com/solw/2024/October/31_13-07-ComposedAmericancreamdraft.png
Fix vignietting on DoF
DoF Blur size is in pixels, make it relative to screen resolution so size is consistent, do uv offset a bit after first sample so there's less shimmer
Fix typo in time warning comment
Merge from /main to continue old work
Ballista aiming clientside prediction, feels way better with high latency
Can dive into a climb. Resolves Facepunch/sbox-piecrumb#17
Fixed Jump from Wall Climb + Other Diving tweaks
Make sure ClimbingAbility actually checks climbing tag and has better edge detection. Resolves Facepunch/sbox-piecrumb#16
Re-assigned bones in viewmodel prefab (to fix invisible man viewmodel)
Switch case node
https://files.facepunch.com/ziks/2024-10-31/sbox-dev_YiyL34b2CY.mp4
Water shader supports foam tint and emissive