248,567 Commits over 3,928 Days - 2.64cph!
Add cover component supporting primitive shapes
Fix incorrect line in OBB DebugDraw
Update Facepunch.ActionGraphs
Human: move staging to main
Fixed exposed property value edge cases
radioactive_water -> world_update_2
Radioactive water~
- Ensure base radioactivity is always set on object init
- Ensure base radioactivity is always set on object load
- Added profiling to item container rad count
- Move radiation map creation to just happen when the first radioactive body tries to add anything
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Add Panel.Style.ResetAnimation and Panel.Style.StartAnimation
Add Panel.FlashClass - which will add a class for a specified number of seconds
Add Scene.RunEvent<T>
Refactor
Asset locations - remove duplicated nodes, target Assets dir only, tweak styling
https://files.facepunch.com/alexguthrie/1b1811b1/NVIDIA_Overlay_Uk3MO0IfOp.png
Merge: from item_pooling
This reintroduces pooling for Items while fixing the original bug that caused their backout.
Tests: build all modes in editor, tried to repro original bug - didn't happen.
Merge from world_update_2
Fixed river mesh being incorrect around rail and road crossings
Merge: from main
Tests: none (no conflicts)
Bugfix: Don't throw when cancelling partially finished crafting queue work item
Tests: Got 2 stacks of 300wood, scheduled 2 single doors as a single crafting operation, cancelled after first door crafted - no exceptions
Bugfix: avoid sending consumed-0 telemetry events when crafting
Tests: Had a queue of 2 items with perfect resource allocation - hit breakpoint once on first item craft instead of twice as before
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Fixed terrain holes in small rock formations
HCR no longer mountable to Frontier weapon racks due to size.
Fix Depth::GetLinear, be expressive about it for correctness before all, precompute these values later
Start fixing up dof https://files.facepunch.com/sam/1b2211b1/ombChoX97P.png
Iterate DoF
Smooth fade DoF from composite shader
Iterate dof, needs cleanup, almost perfect
Wave intrinsics to do early out for far dof
DoF2 Downsample with bias based on depth, cleanup
https://files.facepunch.com/sam/1b0211b1/sbox-dev_rXaN2wxsmC.mp4
Front blur, tweaks
Final tweaks, add depth gap for adding an area where u might want more focus
https://files.facepunch.com/sam/1b0211b1/sbox-dev_VBIoPeaBWP.mp4
Depth Resolve writes to both channels correctly
Final cleanups for dof2
Deleted bugged oceanside topology from icelakes to remove coastal rocks from spawning underneath
Keep track of modifier source counts.
Tea vitals bar only shows tea source modifiers.
Fixed several water regressions from
104770
Adjusted cliff tall slope meshes to get rid of terrain holes
Ensure current serialized map data is updated with the new radiation map each time set radiation body is called
Fixed non-harvestable trees in oasis a, b and c
Removed monument topology from oasis a and b to get rid of barrel spawns
Make sure we've got the right package version installed, update if not
Bin global tools package cache, replace with per-project store
Redownload package manifests if they're dodgy instead of breaking a download
Fix pinned version # getting dropped when installing package
Prevent trying to install different versions of the same package
Add manual cloud asset updating
Update asset package refs when updating dependency, fix when broken (yuck)
Basic 'in project' filter for installed cloud assets, show as asset location
Check revision matches when we're checking for an installed package at a specific #
Don't redownload a package we've already got installed
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Ensure water radiation map persists between saves
Can now pause SoundHandles the same way you can MusicPlayers. Resolves Facepunch/sbox-issues#5581
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Fixed mix-blend-mode not working
Fix mix-blend-mode not applying to layer if using filter:
Fix filter: blur box cropping
Properly replicate meat stack size shrinking as wolf is eating
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Added "use local space" to "Position Within Box Random" particle init
Fixed a typo in the name of NPC:SetIdealSequence
Fixed ENT:GetPreferredCarryAngles for `ai` ents not being called
Fix ActionGraphModel.WithDefaults handling exposed properties
Fixed cliff_d anchor issues