248,639 Commits over 3,928 Days - 2.64cph!
Finally got Battering Ram wheel movement working as it should. Increased update rate. Call visuals.UpdateTickStopped when client tick stops.
Move on edge
Updated scenes
Setup for all weapon racks.
Camera zone changes
Camera only moves when the player is at the edge region
https://files.facepunch.com/louie/1b2411b1/sbox-dev_uD5mYz33cv.png
wip show medal times when hovering over medals in pause menu
Implement QuestResource and Quest save system
Created QuestUI
Created 3 starting quest lines
Player now checks for quests requiring items automatically
Fix ItemPickups deleting themselves in editor
Save System fixes
Fix a bunch of quest logic + did a bunch of quest cleanup
people lead targets
floater text
text render particle
build close button
survivor clothes
blend ambient between two scales over height (want ambient at cloud base to be darker, brighter at top)
Added `SetLifetime` input to prop_combine_ball
0 or negative values make it infinite.
BallCaught and OnBallCaught input/output for portal BALL ent
Do not network duplicate health/velocity for players
Since it is already done for all entities
Do not set collision bounds on physgun beam
I don't know why it was being set at all, it's not a physical entity, so let's try simply not setting the collision bounds and see what happens. Not setting the bounds saves on network bandwidth.
Minor cleanups
frenzy letters in pause/finish menus stay lit up after frenzy has been successfully collected, animate track buttons on solo page
Ballista reloading cleanup
Restored ammo switching
Some client anim fixes
fix material issues with PlayerCopyTool
Have wolf smoothly decelerate instead of stopping dead in its tracks
fix issue with rotating unicycle on customize page
setup default pages for online achievements settings, fix issues with cursor types
Update: Gamephysics now uses TryGetComponent instead of GetComponent
- Same perf in standalone builds, better perf in editor builds (avoids string format alloc for null obj description)
Tests: Rode a horse on craggy and check profiler to confirm GamePhysics routines were triggered
Fix wolf glitching out visually when jumping on foundation when the server frame-rate is low
Expose convar for wolf max per frame budget
Changed the ballista reloading to a hold R to reload system
pause menu map info shows current track time
Added steer angle calculation to load
- UpdateWheelVisualsSimple now uses correct delta
- Battering ram forces a visuals update once to start
Tongue Physics Improvements
Update: Adding missing ChangeLOD profiling annotation
Tests: loaded 6k world and found it in profile data
Update: Annotating all VehicleFixedUpdate calls
- Replacing existing Profiler.BeginSample with TimeWarning
- Moved some samplers around to build a nested flamegraph (consolidates vehicles in the profile)
Tests: loaded 6k world and looked through the profiling info
Fixed clientside wheel turning for the battering ram. Just infer turn angle from wheel input and max steer angle.
merge from main/Halloween24
quick lerp on burstcloth length modifier, reduces jerky behaviour when changing between different modifiers
reduced length scaling on dracula cape when ducked and mounted to 0.9
don't allow closing finished menu/resuming with esc
merge from military_tunnels_nvg_outfits -> main
only show are you sure restart message if we're doing tutorial, are you sure message styling
Flash and Decoy Grenade ViewModels
https://files.facepunch.com/rickgreeve/image%20%2826%29.png
Add NVG outfit loadout onto all scientist spawners so military tunnel scientists spawn with NVGs
- only an appearance change: same health, loot & weapons as before
- Fixed client build issues
- Added IClientComponent to Battering ram and BaseSiegeWeapon visuals
- Allow instantForced to be called in SimpleVehicleVisuals
- Remove Logs
- Moved away from quaternions when applying wheel rotation (should help with bugs?)
Add loadout for NVG military scientist outfit
Add ability for loadouts to override only certain containers
- replace the items worn without stripping all items in the inventory
button animation, button styling changes
Iterate, higher quality downsampling
- Battering ram moved over to use chassis visuals via SimpleVehicleVisuals.
- Added support for multiple steer and clamp angles to SimpleVehicleVisuals
- Set up more logs
- BatteringRamVisuals
Revert "Don't create a player if we're the dedicated server"
This reverts commit 790bddcd043610e002ecac463563ff099e239799.
Update Input Config
Switch to use BodyController
Add swim and ladder movement modes
Update body visibility on non proxies
Don't show Pick Up option unless OwnerTransfer.Takeover
Add DuckedSpeed
Apply gameobject rotation
add camera zones to playground
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Can no longer drag a prefab into itself. Resolves Facepunch/sbox-issues#6595
Can no longer change an existing prefab instance's PrefabFile out for the prefab you're already in via the inspector.
Initial
Assets have colors
Preview tweaks
Search widget
Asset popup, will turn this into something more tooltip-oriented later
Split left / split right
Chips from tags
Tweak styling, move current project to top of asset locations list
Implement chip tag filtering
Initial cloud browser, separate from asset browser
Initial tabbed asset picker w/ both local and cloud assets
Asset type picker
Renames, deletes, duplicates handled by IAssetListEntry
Clean up
Implement `t:vmdl`/`t:vmat`/etc. and filters
Implement Everything & Recents
Cloud browser uses facets to select type - hide picker on search bar
Fix warnings
Fix FindItemsThatStartWith
Sort recents properly
Display "Everything" / "Recents" in address bar when those are active
Show asset name if only deleting one asset
https://files.facepunch.com/alexguthrie/1b2111b1/sbox-dev_aNrz89mgvo.png
Show file name + extension
Use project root path as root for asset browser stuff
Hide hidden files & folders
Icons for assets, code, libraries, exports, localization, projectsettings folders
https://files.facepunch.com/alexguthrie/1b2211b1/sbox-dev_vj4aOCIDDr.png
Hide .sbox folder
Open non-asset files (e.g. .cs files) when double clicked too
New generic file context menu (for any non-asset type - .cs, .scss, .razor, etc.)
Implement OnContextMenu in FolderNode
Navigate to code files using selected code editor
should prefer an active / open solution
Hide obj/ folder in code directories
Add support for drag-dropping assets / folders / etc.
Top of asset locations list shows favorites again
Favorites -> pins, hide node if it hasn't got any entries, hide obj/ folder in tree view
Doesn't refresh properly when going from no entries to some entries yet
Docs
Fixed searching through everything/recents
Show pins in tree when there are some added