248,563 Commits over 3,928 Days - 2.64cph!
Leaderboard backup, run #
14068
animation: none clears animation
Clear ragdoll bone initial positions after using them
use default depth_only combo for skin
Remove F_DISABLE_Z_PREPASS from shaders except if you want it explicit, remove it from eyeao until we recompile shaders
Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did
I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler
VrMonitor goes long unused since we removed SceneMonitor & VR Multiview
Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao
AO on lighting pass
GTAO stub, remove sdf.hlsl (until we meet again 🫡 )
Iterate gtao
Merge from world_update_2
Fix Duplicated Entries in Create GameObject Menu
Tissue Box and book mesh and texture update
- updated Tissue box mesh collision and 2D texture pass
- fixed Book mesh issue and texture density
Add sbyte, short, ushort to IntegerControlWidget
Fix model physics positioning physics from render bones without the renderer world transform when scene model doesn't exist yet
Fixed collision issues in cliff_jutting_d
Set biome visuals for all huge, large and medium rocks so that they have biome matching colors
Reenabled rock formations in arid
Made small rock formations spawn in arid
BR zone lines display on water surface and terrain underneath
Only enable physics system in editor while using physics tool
hc revolver - fix for showing too many shells in the reload ( now hides 3p fx when in 1p)
Update: ItemManager is available on the client
- Like server, ticks in the background and cleans up items
- when creating/loading items can optionally specify whether it's client-side or server-side item (checked in exclusive modes)
- Made EnablePooling a replicated var, it disables clientside effects
We have a bunch of client-side item allocations that we don't correctly clean up - this will help deal with that.
Tests: built all modes in editor
Auto start simulation on grab https://files.facepunch.com/layla/1b1911b1/sbox-dev_8C4a7S0Nfm.mp4
New large coastal rock formations
Converted coastal rock terrain filters to use radius and added decor checks
Tweaked all coastal rock prefabs to prevent overlaps
Tried to make coastal rocks spawn only next to cliffs
Added arctic variants of jutting cliffs
vm hc revolver anim event update
Block tool switches to object mode after creation
Add space shortcut to toggle simulation
Stop simulation on selection change
vm hc revolver - tweak to anim event to spawn shells
Use different img for sprite
- Radioactive water now inflicts damage on the person carrying it.
- Fixed uncessesary send update rad checks
vm hc revolver
- added toggle gameobject settings to animator (to hide & show shells in cylinder where needed)
- added anim event to spawn shells into the world at end of reload (so they land on the floor)
Fixed GUID error when dropping an item with ItemModContainerRads
Add physics tool to manipulate physics in editor https://files.facepunch.com/layla/1b1911b1/sbox-dev_d719Yy9fe4.mp4
Bugfix: don't leak an item if creation request was invalid
Tests: none, trivial change
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Editor support for scene.run nodes
https://files.facepunch.com/ziks/2024-09-19/devenv_VvsrGGEi2v.png
https://files.facepunch.com/ziks/2024-09-19/sbox-dev_JdyfR5LSEQ.mp4
Nicer display info for interfaces, default icon for event methods
Merge from fix_barricade_launch_mounds -> main
Mark the mounds at launch site as "allow barricades" to fix barricade placement on top of them
Implement chip tag filtering
https://files.facepunch.com/alexguthrie/1b1911b1/sbox-dev_0quPxgWO64.mp4
Reverse recent locations & limit to 10 to match Windows Explorer functionality
Merge from fix_barricade_new_cliffs -> main
Bugfix: don't create and access a dangling Item when Pooling is enabled
- at the same time it also optimizes inventory processing by batching the update as a result of multiple equipment events.
Tests: Tested by loadinga a save that borked the inventory by spawning NPCs - passed. Also validated that in multiplayer, wearables update when the player sleeps if they got changed by a different player.
Fix wood barricades disabling magnet snapping when sprint is held
- this was only intended for high walls as you are often sprinting during combat
- allows you to easily snap together wooden barricades
add optional material override for foliage displacement strength (replacing vertex color)