258,136 Commits over 4,018 Days - 2.68cph!
3p minicrossbow 4 reload animations set up
4k textures for lunar wall frames
Fixed screwed reload wm animation speed
Texturing feedback Old TV 2
Added Cut, Copy and Delete options when Right Clicking node(s). Resolves Facepunch/sbox-issues#4096
https://files.facepunch.com/CarsonKompon/2025/January/14_10-42-DotingLoon.png
Added Paste Node(s) option when right clicking in ShaderGraph (only visible when nodes in your clipboard)
Server Console Status Bar (#1770)
Now I remember why I didn't add this > before
lunar wall dividers icon render, prefab setup ,spawnable, lods, gibs, collision
Make scientists strafe erratically when fighting at very very close range instead of wasting time seeking cover
Update: DemoServer - bypas failed validation
- We can't always reconstruct correct tick history in some situations, so instead we'll use them as data to compare against
Tests: played the opriginal long demo - 1711 total violations across ~18 players.
Added GraphCompiler.RegisterFunction, allows you to create your own custom ShaderGraph nodes without modifying the base addon.
Resolves Facepunch/sbox-issues#4141
Resolves Facepunch/sbox-issues#4389
Rider eye motion when galloping
Add warning if we got a reconnect message not from the host
Deserialize GameObjectFlags.Hidden - Fixes saved hidden gameobjects not being restored with hidden flag
Get rid of S_NON_DIRECTIONAL_DIFFUSE_LIGHTING, use g_bNonDirectionalDiffuseLighting attribute instead
Dragging a prefab into an action graph creates a scene.ref node
Fix scene.ref thumbnail for prefab references
More informative / nicer display info for scene ref nodes
https://files.facepunch.com/ziks/2025-01-14/QYoZj9M8T7.png
Add analytic to SceneNetworkSystem.GetSnapshot
Add Application.IsDedicatedServer
Dedicated server performance analytics
Launch sbdb with datacore
Merge branch 'master' into console_stats_overlay
Launch sbdb with datacore
Add maplist convar, use it to select the next map
Ensure entity handles arrow head swapping the same as viewmodel
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- Worldmodel masks
- Shorten reload to single loop
- Update arrow tip enable list in the worldmodel
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Update: DemoServer - rudimentary tick visualization using gizmos
- Temporrary while working on server demo reconstruction - will rip out once done with feature
Tests: used on a demo recording on Craggy + the original demo that started it all.
Siege harness bone constraints setup
merge from Knight Armour DLC - KnockerPhys
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Add NodeLibrary.ActionGraphCompiled to enable expression debugging
Add analytic to SceneNetworkSystem.GetSnapshot
Add Application.IsDedicatedServer
Dedicated server performance analytics
Setup some masks for 3rd person animations to ensure they dont fire all the arrows at once
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DepthNormalPrepassLayer stub, DepthNormal shader class consumes from S_MODE_DEPTH
Removed unused/cleanup
Don't need this WriteMessage method now that it's only used one time
Updated SiegeHarness model in RidableHorse2
Dragging a prefab into an action graph creates a scene.ref node
Fix scene.ref thumbnail for prefab references
More informative / nicer display info for scene ref nodes
https://files.facepunch.com/ziks/2025-01-14/QYoZj9M8T7.png
Export medium as default settings, bumping it up a level.
Medieval itemstore prefab
Updated Gluon Beam Render
Get rid of S_NON_DIRECTIONAL_DIFFUSE_LIGHTING, use g_bNonDirectionalDiffuseLighting attribute instead
Remove old dedicated textconsole
Use Rust console style, with 3 lines printed under instead of trying to maintain a footer (messes less with outputs)
Merge from /indirect_instancing
Remove some unused imports
Start moving away from snapshots and edit log by adding action based undos/redos
For cuts we have to use snapshots
Remove attempt at reference collector
Format
Aggregate actions now complete on mouse release
Shotgun: Alternate attack with higher damage per pellet, takes 2 bullets, has higher shoot dleay
Fixed TakeAmmo not working with count param
Shotgun: Increase crosshair gap
Adjust shotgun punch and shake, don't eject 12 casings per shot
Python: Add shoot delay only if we can shoot
Automatically set render options for viewmodel renderers so we don't have to fuck around every time we make a weapon