247,231 Commits over 3,928 Days - 2.62cph!
Skip entity query distance checks in wolf sight to avoid doing them twice
merge from store-ui-dlc-pages
merge from workshopeditor_improvements
Fixed Parallel.For ignoring its start index parameter, which luckily has so far always been 0 (introduced in 2017)
Make TabWidget state cookie restore functional
Give particle effect tab bar a state cookie so the current tab is restored
Component upgrader for particle effect, apply alpha if we're applying color so that color and alpha can be properly decoupled
Leaderboard backup, run #
13564
Allow particle alpha to be applied without applying color (Alpha is still applied when applying color to avoid breaking existing behaviour)
Fix asset edit page not working
Added ParticleSystemPostIK + some temp files
Merge TrainDecouplingImprovements -> main
Fixed loot wagons overwriting the baseTrain data that had already been set in TrainCar. Fixes visual issue with coupling points not moving to the correct angle
Disable volumetric fog clipmaps by default, they're fucked right now with massive frame drops and they feel overengineered
LatticeDeform stub
WIP Lattice Deform
https://files.facepunch.com/sam/1b2911b1/sbox-dev_5LFnSp7Xlr.mp4
updated depth of field scene to better benchmark against dof2
Fixed mixing table "X seconds remaining" wrong decimal formatting (introduced in 103559)
added corner + edge pieces to debris kit
https://files.facepunch.com/jason/1b2911b1/sbox-dev_4WynDrnOHs.png
Mounted length modifier in Frontier Hazmat changed to 1.0 (was 0)
Frontier hazmat backpiece removed when backpack is equipped
Increased edit panel scroll sensivity
Added input fields to the skin workshop item editor sliders, so you can type in values directly
Quick optimization pass on tree-impact FX.
No longer taxes CPU on needless flake collisions etc.
Related material tweaks.
Localized voice props dlc store page
Localized soundtrack and sunburn dlc store page
Localized instruments dlc store tab
merge from doorcontroller_pickup_door_fix
Picking up a door with a door controller attached now gives you back the door controller
Added SimpleBuildingBlockModelVariant to allow frontier high wall to randomise its model when deployed
Model variants are synced between all clients and set using flags
Refresh svg when changing src/color properties, fixes Facepunch/sbox-issues#6247
Have the wolve's meshes rotate to follow their movement on slopes, but only the pitch, and only up to 30 degrees
- attachments set up for viewmodel and 3p
- states to hide elements of the viewmodel anims where needed
- initial vm renderer script (disabled for now)
merge from dropped_item_perf_improvements
Balanced radioactive water splashes on players
Balanced radioactive water sprinker splashes on players
Moved Radiation calculations (tiers, protection discounts) to its own static class rather than storing it in TriggerRadiation
New: Initial version of Save Viewer
It's very simplistic, but currently displays ID, prefab name, and parent ID (if exists). Allows to search by these and prefab name
Tests: loaded a test save from staging server (200k entities, 20mb), was able to interact and get data I wanted
Clean: simplify code in WhatUsesThis.ParsePrefab
Tests: none, trivial changes
Fix exception
Fix charts page errors
Start FindPackage2
Fix video thumb
UI: Unset values if unit is undefined
Merge from world_update_2
Hopefully made WaterBody water level determination work on the server (now using collider instead of renderer)
Remove refreshing variable from GameModal
Remove unused variables from Game and Org Modals
Fix wolf anim not always being cancelled on state transitions, add "or" transitions, wolves will now all flee together instead of separating if one is shot while the player is protected by fire or is very far away