240,145 Commits over 3,837 Days - 2.61cph!
Now only running the entity OnDestroy assert on the server as at the moment on client, a bunch of these come up when first connecting to a procedural map (although that's probably an issue in itself). Note that this assert is editor-only as well.
Initial animator hookup (used instrument animator slots for different states)
Reduced chance for fish to pull away during catch process
It seems that a mountable type somewhere on procedural isn't being destroyed in the proper way. There was already an assert in BaseNetworkable to detect this, but it was commented out. Fixed the reason it was commented out (spam on editor playmode exit) and reinstated it. This has been commented out for over five years so who knows what it might show up.
Fix runtime mesh skinning
Fixed BaseFileSystem adding renamed files twice to the changed list
Fixes unwanted temp files from VStudio being added to the changed file list
Hacky fix for Visual Studio not triggering recompile consistently
Obsolete Hammer.RenderFields enableAlpha argument
Mesh.CreateVertexBuffer now requires a vertex layout to avoid silently having an incorrect layout
Added AnimEntity.OnAnimEventGeneric (called as a result of AE_GENERIC_EVENT)
Revert "Hacky fix for Visual Studio not triggering recompile consistently"
This reverts commit 1ea321174b0384dbc0e39ae03b84809f4b986a9e.
Destroy client side children on non client only entities
Only delete children if they're client only
Add BlendIndices and BlendWeights vertex attribute type
Finalize modelbuilder properly
Forgot about this
Merge branch 'master' of sbox
Add ModelBuilder.AddBone
Vertex size mismatch with vertex layout ArgumentException includes the sizes
Merge branch 'master' into particle-scene-obj
Don't query engine for all scene objects, instead add GetWorld binding and keep managed list of scene objects on worlds
Merge Submarine->HDRP_Art_Backport (aux)
Fix solo sub internal FX NRE
▇▋▅▋▊▇ ▍▍▄▅▅▌▉ ██▊▌▍, ▋▆▅▋▌▇▇▍, ▊▄▄▍▇▋▍▇ ▅▍▆▇▊▄█▆▌▆, ▅█▋█▌▍▉ ▍▍▋▉▉▍▋ █▋▋▍ ▍▄▌▇▌ ▅▆█ ██▆▋▌, .▍▌▊▅▌▅ ▅▅▅██▌▆
Add null check in mountable FixedUpdateCycle
Exposed some extra params on water overlay for Petur.
Added a few settings, hooked up a basic shader to check everything is working as intended.
The underwater surface plane responds to depth. The sky is no longer crystal clear at extreme depth.
file.Exists now works with addon title pathIDs like file.Find
Added a bunch of scripts from my ocean experiments
▅▌▅ ▊▅▉█▍ ▌█▌▍ ▊▅██▊▋▉▇▌ ▇▅▌▇█▄▌
Improved addon detection for Lua errors
ErrorNoHalt/Error will now display a stack trace in Problems panel
Vertex size mismatch with vertex layout ArgumentException includes the sizes
▄▊▇▋▇▄▊ ▍▇▄ ▌▌▍ ▅▊▍▍▆█▌▆ ▇▉█▍▍▉▇ ▅▋▆▄▆, ▄▆▇▊▌▆▄▋▇▌▊▋ ▅▍▆▉▄▍▊▋▌
Forgot about this
Merge branch 'master' of sbox
Finalize modelbuilder properly
Add BlendIndices and BlendWeights vertex attribute type
Lots of generated ECS job merging
Merge branch 'master' of SpaceUsurperUnity
Grenadier requires Pyrotechnics research to train
Added SunMeshBrightnessMultiplier, MoonMeshBrightnessMultiplier and AtmosphereBrightnessMultiplier to EnvironmentVolumePropertiesCollection
Re-compiled all .sound files
Changed unit sound volume to 0.5 for each one. Added the BaseGrenadeAbility and MolotivAbility and updated Grenadier to have it. Fixed namespace issues. Fixed issues with units not interacting with target buildings due to collision size changes.
Merge branch 'master' of sbox-rts
util.GetModelMeshes is now also available serverside.
Update game screen
Merge branch 'master' of sbox-game
Improved Large Explosion
Improved Large Explosion Particle made less noisy.
Only delete children if they're client only
▋▉▉▋▄ ▌█▍▊▌▉▍, ▆▌▌▅▄▊▄, ██▍▅▉▉▍ ▉▋▆ █▄█▊▊▇_▋▄▇▌▅
Don't manually destroy cars client side models, this is handled now
Destroy client side children on non client only entities
Improved Ground Explosion
Improved Ground Explosion particle.
Merge branch 'master' of sbox-rts
Added the Grenade entity (throwable with callback for hit), added Grenadier (basic) unit, implemented particles for trail + explosion on grenade, and added Bezier.Calculate to Gamelib
Merge branch 'master' of sbox-rts
Compile new volumetric fog with TAA
Stub lightcookie atlas generator shader and it's compute shader variant
Finish cookieslice shader
TTT: Updated language files (Community Contribution)
TTT: Fixed a chat spam exploit with corpses (Community Contribution)
Hopefully fixed C_FireSmoke particle crash for good
Undo the previous C_FireSmoke crash fix attempt
EMP Grenade trail
Basic EMP Grenade trail
Ice Grenade trail
Basic Ice Grenade trail
Molotov Ground Burning
Scalable Molotov burning, Use CP1 X axis to scale the effect.
https://files.facepunch.com/louie/1b1911b1/particles_weapons_molotov_molotov_base.vpcf%202021-07-19%2013-36-56.mp4
Read only Entity.All (#20)
Fixed Layer error when panel width is 0
Special cache for textures loaded from web, so we don't keep downloading the same shit
Package Query API
Merge branch 'master' of sbox
Update Sandbox.Engine.csproj
Fixed BaseFileSystem adding renamed files twice to the changed list
Fixes unwanted temp files from VStudio being added to the changed file list
Hacky fix for Visual Studio not triggering recompile consistently
Obsolete Hammer.RenderFields enableAlpha argument
Mesh.CreateVertexBuffer now requires a vertex layout to avoid silently having an incorrect layout
Merge branch 'master' of sbox
Queue and set light cookie only when texture is loaded
Simplify and fix a lot of things on cookie system, set cookie when cookie value changes rather than on light creation, add persistant cookies
Initialize blank slice on the CPU side
Auto update cookies assigned to a rendertarget
Commented out code to cull particle effects
Revert "Hacky fix for Visual Studio not triggering recompile consistently"
This reverts commit 1ea321174b0384dbc0e39ae03b84809f4b986a9e.