250,506 Commits over 3,959 Days - 2.64cph!
Added EggGroupHud with basic information for a group such as Name, Count and Health
Added EggGroup for tracking multiple units / egg items and averaging position
Rename AppWindow to Window
Hide WindowFlags
DockArea/DockAreas flag cleanup, AppWindow renames
Cookies are a class on global namespace
Don't try to save cookies on server
Automatically save/restore editor window layout in cookie
OnResize, OnMove events
Scroll console to bottom on resize
Default SizeGrip to off on StatusBar
Manually control EngineView size so we don't lag the UI when resizing shit
Fix console spacing
Fix Water shader not appearing correctly in tools
CalculateWorldSpacePositionMultiview is a shared function now
Self illumination is now baked for all base materials(complex, generic, skin etc)
https://files.facepunch.com/ognik/1b1311b1/2021-12-20_12-55-bf0eef86-fb63-49a2-9054-c2540ffa85fb-NfnmDnva.png
Fix strings in readme (#621)
Fixed hover loot not cancelling properly when the loot container changes over from the player to the corpse
Add minigolf trail for dev
Fix ragdoll corpse
Tighten up unicycle assembly, position pedals in customize tab
Basic headlight and taillight setup for snowmobiles
When looting a player that is incapacitated, if the player dies (eg from a kill command) the player will automatically start looting the corpse
Backport engine fix for debug scratch rendertargets running out
Enable saving on all vehicle mount seats (re Rohan's mounting changes)
Fixed Tomaha storage interaction not working
Support loading font files with SemiLight (350) or ExtraBlack (950) names
Fix NRE in stylesheet parser if an invalid file is requested
Parse floats properly in stylesheets with InvariantCulture
Add WaterSceneObject's PlanarReflection as a scene object child properly
Add implicit conversions for joints
Initial commit
Some cleanup, limit edits to 60 per second
Using a custom vertex data format
Shader boilerplate / material
VoxelMeshWriter rewrite for better performance
Delete voxel chunks on destroy
Removed partial support for subdividing existing chunks
Fixed reversed matrix multiplication
Store chunks in a dictionary to support larger volumes more easily
Don't create chunks when subtracting
Can now generate smooth normals
Left click to add, right click to subtract
Updated .addon
Snowmobiles:
- Get engine start failed RPC/sound working
- Add push + push flip support
- Add outdoor decay (indoor decay TBD)
updated construct material/ prefabs
Merge branch 'master' of sbox
Pick the cheapest path to the target tech when displaying the required scrap to unlock a tech
Fix icon disappearing on tool cupboard loot panel, added some text to explain slots
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Move OnPhysicsNeighbourChanged check into the BaseVehicle class. Enables GroundWatch neighbour detection for all vehicles (vehicle falls is ground under it is destroyed)
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Separate icon for oak wood
Update Towns.Common
Hide some UI in the editor
Different icon for oak wood
Support loading font files with SemiLight (350) or ExtraBlack (950) names
Add ISteamInput interface from Facepunch.Steamworks
Initialize Steam Input from managed
Add dispatch events to SteamInput for device callbacks dis/connected, these are always called for already connected controllers
Update Steamworks 1.53 for Steam Input improvements including Steam Deck support
Update networksystem to resolve removal of deprecated funcs / renaming in Steamworks 1.58
SteamInput.EnableDeviceCallbacks() - should be giving us controller connected / disconnected events but isn't, steamworks bug?
Basic action manifest with menu & ingame controls sets, in future we could provide a lot more versatile sets for different genres
Start exposing a Controller class in Sandbox.Game, let's make them easily grabbable so we can do UI or BuildInput with them directly
Chuck up some debug panels in the input settings menu for each connected controller to debug features
Fix TestWindow parse
Fix toolbar had no name
Don't restore geometry
Added Restore Default Layout
Add Window.Save/RestoreState, Widget.Save/RestoreGeometry - restore default editor layout via that instead
Game window is a tab, tabs at the top, tabs can be nested
Can re-open windows in editor if you closed them
Allow "baked emission feature" to give material an unlit look in the base shader
https://files.facepunch.com/ognik/1b1211b1/2021-12-22_13-16-c10cc00f-487f-4fba-aa3a-903fa41477b8-Umsy7JwK.jpg
Introduce self illumination scale to boost illumination during baking
Added the ability to bake self illumination during VRAD baking using the base shader
https://files.facepunch.com/ognik/1b1211b1/2021-12-17_52-29-6d90854a-8c52-447d-87d3-63d46858afe5-v7ymLq83.png
Allow shaders with materials to support lightmapping
Build shader stuff with VS2012
Fix reflection vector for planar reflections on water
Fix reflection scale in planar reflections in water
Fix clip planes to be able to use matrices
Remove Render.ClipPlane.cs, we'll do it simpler
Don't do depth prepass on monitor views, pass values from clip plane parameters to GPU
Expose scenemonitorobject attributes
Add attributes to monitorsceneobject and add clipplanes to it
Refactor clipplanes on shaders
Refactor watersceneobject, rework on planarreflection
Remove comments that are no longer applicable
Compile water shader
flatgrass quick clipping fix
Updated Flatgrass fixed grass blend + adjustments to garage area
Update Towns.Common and fix up inventory code
Fixes to get the client working