248,583 Commits over 3,928 Days - 2.64cph!
Tweak operator node sizes to match input count
https://files.facepunch.com/ziks/2024-10-02/sbox-dev_Nv5hjvflDz.png
Clean up resource.ref / scene.ref node titles / descriptions
https://files.facepunch.com/ziks/2024-10-02/zZzwIo8N8R.png
using parallel call to populate water flow from shore vectors
▉▆▉█▌▉ ▆▄▆▋▌▉▊██.▄▄▊▋▊██_▄▆▋▋▅▇ ▆▊▇▊▅▉▄▋▍█▊ ▆▋▅▋▋▍▇▍ ▄▍ ▊▍▅▊▉▌ ▄▅▇▋▅█ ▍▋▊'█ ▅▇▄▇▋▅▊▍█ ▌▇▊▇ ▇█▌▄▇▉▊▆
not serializing flowmap, we can just generate it on load
Bugfix: AmbienceEmitter now drops occlusion modulator on fade-out
Tests: noclipped around Craggy with audio recycling logs on - no NREs
merge from world_update_2
bucket with no lid vmdl added
added additional checks to dpv mounting to make it harder to get stuck
Use EditorWindow for FileDialog parent here, fixes component type selector crash
Disable underwater blur when using underwater_cinematic convar
Added prop opffset support when holding a left hand dominant entity
Leaderboard backup, run #
14356
Refactor held entity aim settings so we can toggle which is the dominant and non dominant hand (to support left hand parented weapons like bows)
Added option to only apply hand aiming while in ADS
Rebuild manifest, includes missing cliff rocks
Remove old spineIkAimOffset system, superseded by new components
Fixed left hand IK not getting applied when switching between weapons
Finally fixed up/down spine look appearing incorrect and tilting to the left, legacy aim offset animator layer was being enabled and affecting the final pose
Fixed pose solver breaking if the held entity is missing a non dominant hand IK target
Added throw support to pose editor
Removed right hand pose component entirely
Added basic camera rotate and pitch controls to edit scene
merge from flashlightfixes
Flashlight fixes (safe version, ball fixes only).
Removed some leftover logs
Fixed some incorrect rig behaviour when entering and exiting edit mode
Update SpriteTools
Update item name
Updated Ambush Description & Plunder's Icon
Implement Day/Night Cycle
Adjusted Day/Night Cycle Length
Fix `set_time` command
Fix particle lighting
Added PreviewEntity
Created Enemy class and added 1 Zombie and 2 Skeletons
Fixed enemies hands flipping incorrectly. Fixed Enemies not being serialized as Mobs. Added Enemy.KnockbackTime
Added SpawnsAtDay and SpawnsAtNight support
Enemies have a separate spawn limit from non-enemies
Deserialize replaced component with json of previous component
Remove dedicated right hand aim component (now builtin to AimPose component)
Expose right hand aim offset per weapon
hold pistol
anim movement
shoot anim
gunshot
Climb left and right anims
Footstep chain and run anim
Add replace component to component context menu because I kept finding myself expecting it to be there https://files.facepunch.com/layla/1b0111b1/sbox-dev_GO4iCHd7Qw.mp4