248,567 Commits over 3,928 Days - 2.64cph!
Human: lots of updates, see commit comment
• 2 walk animations & default idle poses
• Same prefab changes as Citizen
• Now accounting for limbs being slightly twisted in bindPose unlike Citizen — this 'unbiases' the constraints so there's practically no change in the resting pose
• Added constraints that slightly pivot leg_upper_X_twist1 upwards as the leg bends; this makes the lower part of thighs 'bulge up' a bit, which complements the "poor man's RBF" kneecap constraints, and improves the look at extreme bend angles (crouching, etc.)
Delete old human male.vmdl
Citizen: renamed movement process prefabs for consistency, merged neck_clothing into animconstraintlist
radioactive_water -> world_update_2
Radioactive water:
- Apply radiation from spinklers in the same way as wetness (more reliable and easily adjustable)
- Improved the abilities of TriggerRadiation (LOS Support, Height Check Support and Collider Radius Support)
- Balanced sprinkler damage
Remove ShowPredictionErrors and EntityIO from debug menu, these aren't used anymore. Add ShowPhysicsDebug there instead so it can be toggled in scene view, not suitable to put it in viewport settings
Skip empty files in upload wizard, resolves Facepunch/sbox-issues#6167
Merge: from soundmodulator_leak
Fixing an assert flood on client by hiding a check behind soundpooling switch - this restores original wonky behavior.
Tests: On Craggy, flew around the island with noclip to trigger spawning/despawning of sound entities - didn't see any assertions.
Bugfix: when sound pooling is disabled, don't validate if we own the removed modulator
Originally, it didn't check but tried to return to the pool - this change restores this aspect.
Tests: noclipped on craggy across the entire world to cause entitiy destruction - no asserts
Leaderboard backup, run #
14284
Map and texture adjustments
Set frontier hatchet to unlock via frontier hazmat
Fixed frontier hatchet missing isRedirectOf, spawning in loot pools and being craftable
Set up redirect skin for blunderbuss, unlocks via frontier hazmat
Leaderboard backup, run #
14277
If Graphics.RenderTarget is not overriden, let it return the actual output rendertarget so you can fetch MSAA textures without copy ( you're going to shoot your own balls using this if you dont know what you're doing )
Tiled Frustums
Start moving tiled_light_culling to use frusta
Iterate frustum tiled culling
Near/far tiled frustum planes
Very simple ConeIntersect and AABBIntersect
Add SoundHandle.FollowParent, LocalTransform, ClearParent
Add SoundHandle.SetParent( GameObject )
Add GameObject.PlaySound, GameObject.StopAllSounds
Don't need to run sound Occlusion tests every frame
Fix skill panels still displaying when not unlocked
Fix infinite loop in OnDirty, set dirty to false last
Add LocalTransform accessors
Switch everything to use LocalTransform, LocalPosition, LocalRotation, LocalScale
UI shaders accept D_NO_ZTEST
Refresh editor handles on hotload
Gizmo.Draw.WorldText obeys IgnoreDepth
[EditorHandle] can be a material icon or emoji https://files.facepunch.com/80a96818-668f-4562-9ef6-3311aaa49ba7.png
Remove unused
Player using
GameManager uses ISceneStartup
Player implements IDamagable
Add TriggerHurt
PlayerUse uses new IPressable
Update SceneMap
Add FuncButton
Add Tags to DamageInfo
Add Component.IPressable
Leaderboard backup, run #
14260
Add GetComponent , AdComponent etc
Reloading interaction
Added kinetic boulder ammo, catapults only accept kinetic ammunition
fixed food spawns at radtown
dpv crafting/techtree
Fix OrganizationModal NRE
Fixed Friends List Modal CSS. Resolves Facepunch/sbox-issues#6525
Digging SFX
Added Dig Particles
Added BiomeResource to store additional biome information
Added a bunch more items. Can now get items from digging (dictated by the Biome)
Improve digging and make it give experience
Fix entity shadows
radioactive_water -> world_update_2
Backpack contents NRE fix
adjusted hcr crafting costs, removed extra unused slot from python/hcr
radioactive_water -> world_update_2
world_update_2 -> radioactive_water
Dont override onItemAddedRemoved delegate
Added secondary colliders to all cliffs to fix the issue where it was possible to place small I/O inside rocks
updated radtown name, updated radtown loot