248,679 Commits over 3,928 Days - 2.64cph!
Merge: from main
Tests: none (trivial merge)
Merge: from remove_editor_update
- Removes last editor-only update invoke case with many invocations(saves a measly 0.1ms).
- `demo.play` accepts absolute paths
Tests: setup an industrial chain with a chest provider and a crafter and linked those up - debug vizualization worked. Loaded a demo outside of demos folder.
Update: demo.play respects absolute paths
Tests: Tried to play a demo outside of demos folder
Added Catapult Stone Ammo FBX, Materials, Textures and LODS
Setup Basic Prefab for Catapult Stone Ammo
merge from main -> copypaste
Initial VR scene for main menu
https://files.facepunch.com/alexguthrie/1b2011b1/sbox_pKFaTyqkgq.png
UI: Fix worldpanel depth issues, treat worldpanel roots as layers
Render VR menu at 4k, scale down to fit
Basic VR world input component, menu works properly
https://files.facepunch.com/alexguthrie/1b2511b1/Desktop%202024.06.25%20-%2015.51.37.05.mp4
Line hands up better in VR menu scene
Quick little test map just so I'm not staring at an orange texture
kitbashed ice sculpture stub prefab setup
- only diverting damage of allowed type at the moment
merge from qol_teleport2grid -> main
Fix vertical offset of grid not being correct on certain map sizes
- due to image being placed from the bottom left but grids starting in the top left, but also rounding the number of grids on the map downwards
Optim: Remove IO pipe debug update invoke
Turns out to save much less than expected (just 0.1ms), but this eliminates last editor-only update invoke with many instances.
Tests: On craggy setup a chest->producer industrial circuit, was able to visualize debug
Fix FloatControl shitting itself when it's nullable
Fix exception when deleting a component
Make ClothingContainer more useful
We shouldn't need these SteamInput files anymore
Dresser scene + component
Fix recipe clicks triggering when drag scrolling the recipe list
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RandomSpawnAssigner can pick team-occupied spawnpoints
- Increase tow rope resolution
- Increase length slightly from the optimal distance in order to make the rope slightly slack
- Setup lead points on visuals to try and make the rope -> transform rope a little nicer
Get rid of crouch speed fluff
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Slightly grey out any recipe names that we don't have the ingredients for.
Update to use new refinery map files/prefabs
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Fix path widget error with meta locations
Added lead point support to fake physics rope
Tweaked AO intensity on all rock formations to prevent overdarkening
Display distance on dragged sound in PreviewSound widget
PreviewSound Falloff preview updates as you edit the Curve
Shift clicking a recipe adds ingredients for the maximum affordable items.
Misc fixes.
Renamed tdm_test to edinburgh, fixed references
Update Model Viewer to use Features
Merge: from main
Tests: none
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Merge: from main
Tests: none(trivial merge)
Merge from ai_wolf_iteration (huge perf boost)
Fixed deployable spawning with the wrong health (introduced by 106680)
Store fsm transitions in the state themselves to avoid having to do dictionary lookups, makes wolves twice as performant
Add Vector3.SmoothDamped, Vector3.SpringDamped
Add HeaderAttribute, SpaceAttribute , HelpUrlAttribute
Keep General feature first always
Add ParticleModelEmitter
Add ParticleTextRenderer
Add SceneVolume system
Seal up some classes
Add DspVolume
Failing tests reproducing Facepunch/sbox-issues#6731
Fix Facepunch/sbox-issues#6731
Clean up string.To{Numeric} extension methods
Use Vector3.SpringDamped for the camera