247,234 Commits over 3,928 Days - 2.62cph!
merge from fix_lod_camrea_nre -> main
Try fixing LOD camera NRE again
toast to show if you're trying to edit a sculpture while it's locked
any edited sculpture shows picture CornerIcon in UI
Fix up GroundTruthAmbientOcclusion
merge from fix_lod_camera_nre -> main
Fix NRE when LOD is calculating on main menu but no cameras are spawned
Added emission fresnel to xmas lights
Ice shader: screensize and edge length now factor into tessellation
fix player deceleration dt
prevent bottom leaderboard row getting clipped
decelerate enemy after collision forces added, instead of before
exploder special
Leaderboard backup, run #
15845
Possible horse server fix
Stomp local version of BatteringRam.cs with version from primitive branch
Protobuf, manifest, codegen
Merge from main/primitive
Codegen, manifest, protobuf, etc
Merge from shields (new branch to collect all primitive stuff in one spot for media)
Restored the 2px gap between vital bars
Fixed player hitting their own shield when crouching and melee attacking
Physics tool selects all rigidbodies in hierarchy
Added a OnPlayerClothingChanged client side callback to HeldEntity
Backpack meshes will now be enabled when a shield is equipped and disabled when the shield is holstered
Expose MeshComponent.Model
Don't invoke ISceneCollisionEvents for trigger intersections
Update skinned renderers if they have physics bones
Always create ragdoll bodies at the saved gameobject transform unless the bone has just been created, allows for ragdoll posing in editor https://files.facepunch.com/layla/1b0311b1/sbox-dev_pSeZ9ABT7i.mp4
Fixed a case where shooting while crouched would sometimes result in the player shooting their own shield, applying damage to themselves in the process
Shield vm animator can now go straight to block from the melee attack end state
Improve handling of empty navmesh tiles
Also improve editor auto update when world bounds change.
Merge from shred_helicopters
Manually kill the players in a vehicle earlier in the shredding process so they don't end up getting kicked for being under the terrain in some cases
Merge from monument_scenes_renderlod_fix
deserialize absolute game object flag, flags are deserialized selectively
-Ballista low poly model update
-Ballista UV's
-Ballista Materials
-Ballista WIP Textures
Joints execute in editor, physics tool can manipulate physics in editor so joints should also work
Colliders without rigidbody are static in editor
Update: review feedback
- dispose of the nested CTS for perf snapshot uploads
- Use async copy when creating an extra stream to send backup files
Tests: full local server flow + 2 snapshot uploads
Remove Ragdoll.DriveFromAnimation, active ragdoll stuff should be a component on top
vendor_stats_fixes -> main
Fixed a bunch of issues with single entry placement after changing scaling
- Ensured everything is in local time
- Setup methods to process into 12 hour time
Fixed terrible scaling on stats menu