248,612 Commits over 3,928 Days - 2.64cph!
Experimental changes to horses, trying to improve the gamefeel
- Added subtle neck movement in the direction you're heading
- Increased turning speed
- Reduced stopping time, pressing backward at full speed will now trigger the stand anim and slide
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separation of towing (renamed from hitching) into its own class, exposing an interface for things that want to tow or be towed (shared interface, the joint goes both ways)
QteEntity, QteSnake and TriggerQTE basics.
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display coin ui when take and add
Added snake model to entity
Initial files/prefab/folders
small caves rocks dressing
medium caves rocks dressing
Allow surrender gesture when ducking
merge from /world_update_2/flashlightfixes/fulloverhaul/
merge from travelling_vendor_fixes_2
merge from patrol_heli_crash_filters
merge from radioactive_water_buff
large caves rocks dressing
update to mil tunnel rocks prefab, some terrain tweaks to go along
Leaderboard backup, run #
14501
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Some folder restructuring now that we have actual assets
Initial
Assets have colors - these all suck right now, will go back through and pick some less sucky colours later
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
Rebase fixes
Use ContextMenu
Asset type picker entries are now handled by AssetBrowser/CloudBrowser
Open up asset locations
https://files.facepunch.com/alexguthrie/1b0211b1/sbox-dev_mXx146R80H.png
Add all types to cloud browser
Can only select one cloud asset type at once (or it'll mess with facets etc.)
https://files.facepunch.com/alexguthrie/1b0211b1/sbox-dev_1BIcVF3lFI.mp4
Order modes
Add cloud browser to hammer
Asset browser defaults to project assets path
Update view mode icon when scrolling
Disable Parent Directory button if we're in project assets root
PathWidget fixes, separate segment update
Remove AssetBrowserLocation.FromPath, unused
Run OnPathEdited at the end of AssetBrowser ctor so we can disable Parent Directory button if needed
Remove AssetPopup, we're just overcomplicating things for no reason there
Directory context menu
Clean up asset list entries
Remove unused, hook up AssetLocations.OnFolderSelected
Invoke events
Clean up
Implement asset picker
If a picked asset is a cloud package then stick the ident in the search bar in the asset picker
Rather than going to .sbox/blablabla
Renames, deletes, duplicates handled by IAssetListEntry
CloudBrowser cleanup
Ended up not using any of this, get rid
PackagePopup: show tags, word wrap
NRE fix
Fix warnings
Drag-drop
Open folder context menu in blank space
Show asset type color in tag picker
Don't wipe facets if there aren't any to replace them with, or if we don't find any packages at all
Merge from main (stomp PlayerAnimation, will need to redo changes)
Clear out null components on hotload
Add RigidBody version of Sweep to Scene.Trace
Proof of concept for using AsyncGPUReadback to get the mesh data from the GPU even if it's been marked as non r/w
Only grabs vertices for now
Leaderboard backup, run #
14499
air acceleration tweak, treadmill launches backwards if running in reverse
Forgot to return array to pool
Fix non uniform scale sphere collider updates
Map updates and quest dialogue set up / coin .item test
Don't rely on keyframebody when updating colliders, they could be sweeping to a new position so the shape gets updated using an incorrect local transform
Adjusted RendererBatch inspector to more accurately recommend fixes (eg. LOD0 and LOD1 are incompatible but LOD2 is batchable, now shows all issues and a buton mark the mesh as r/w)
Updated the scene wide fixers to mark a mesh as r/w if at least one mesh in a LOD hierarchy is compatible with batching
Reran the automated updater, gixed a further 62 items
This brings the batches in radtown to around 2300, a saving of around 700
Greatly buffed rad amount from sprinklers by over 70%
This makes it high enough to lightly affect full kits
Buffed the amount of rads given by splashes of radioactive water by 40%
Prevent Bunker Entrances being valid targets for heli crash
Fix taking radiation damage from certain combinations of clothes despite having 10 radiation protection
- round radiation on server to nearest whole number
Added a warning to the RendererBatch component if a mesh has been assigned that is not compatible with renderer batching
Checks for submeshes, vert counts and r/w status
Added a tool in "Tools/Optimize/Find RendererBatch not marked read write/Fix" that will enable r/w on any models in the scene that are otherwise compatible with batching
Ran this on radtown, picked up 177 objects
S2P radtown