249,407 Commits over 3,959 Days - 2.62cph!
Lets order everything by upvotes by default, for now
Fix divs not updating when text content is cleared, Facepunch/sbox-issues#6192
merge from frontier_hazmzat_cloth_fixes
Statically spawned planter boxes will now generate genes with a weight towards the positive, rather than completely random
Buildfix: invalid macro scope
Tests: built in none mode - passed
adjusted frontier_hazmats BC MaxOriginDeltas to roughly enclose character - massively helps cloth resolve when mounting and stops odd behaviour at high noclip speeds
BurstCloth Stability
- made max origin delta configurable (default value is the same as the old hardcoded one)
- origin and simspace deltas accumulated and cleared when sim job is scheduled, this was the main cause of most small explosions in cloth behaviour
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Update: Allow control for individual log type level
- dev level works as before by overwriting all of log type levels
This will help avoid flooding logs in specific scenarios. To be fully complete it needs to be extracted and consolidated in it's own utility.
Tests: changed logs on a procedural map - saw log types cut off/appear in the stream
Don't show monument block radius for DPV
ActionGraph: support reroute comments
https://files.facepunch.com/ziks/2024-09-02/sbox-dev_7qxUe4dDpf.png
TypeControlWidget: fix generic constraints referencing other parameters
Add conversion node
Fixes Facepunch/sbox-issues#6342
https://files.facepunch.com/ziks/2024-09-02/sbox-dev_TFJ3uDBLEo.png
NodeUI width tweak
Default icons for System.String, Component types
Unify Game Close functions. Fixes Review Modal not appearing and mouse status not resetting all of the time
Moved RenderBarrierAccessFlags_t & BarrierPipelineStageFlags_t into NativeEngine namespace
ditto
Emulate D3D12_RESOURCE_STATES
Ditto
DoF2 Downsample with bias based on depth, cleanup
https://files.facepunch.com/sam/1b0211b1/sbox-dev_rXaN2wxsmC.mp4
Update: Temp logging of geiger counter equip events
Tests: local session
Optim: defer boxing when calling LogEntry
Reduces the overhead of logging a smidge when we won't be emitting any logs due to debug level.
Tests: ran local session, logs still there
Update: Converting custom combat logs to use LogEntry
Tests: local session, checked that collisions generated hurt logs
Broke GameModal down into a BasePackageModal that GameModal inherits. Added MapModal which inherits the same thing.
Fix Base PackageFilters not preserving tags
MapModal ActionBar has option to select game before launching map. Add Map Modal everywhere necessary.
MapModal ActionBar queries lobbies properly, getting lobbies across all games
Standalone wizard has its own log, shows progress bar
https://files.facepunch.com/alexguthrie/1b0211b1/sbox-dev_ox4GI7O0Iv.png
Clean up standalone wizard
Don't create downloads folder in standalone
Disable error reporter / sentry for standalone
Update: minor log format changes to help with searchability
By wrapping the category in it'll be easier to do simple searches without hitting popular words (like Spawn)
Tests: ran locally
Clean: Making frequent logs less spammy in normal detail mode
- Bradley velocity report is removed (as it didn't add much value)
- Network update logs moved to highest detail level, 3
Otherwise, it floods the output too much, making it hard to parse logs
Tests: ran locally, checked logs are less spammy
tweaked hatchet cloth settings for better stabilitity
- upped damping and constraint iterations
Added last of LODs to jungle ruin walls kit.
Bugfix: Fix logging name frequently missing a NetID
It was possible to generate and cache name too early
Tests: local editor session, observed that same game object's identity updated properly
Update: When logging emit an instance ID
Without it can be hard to aggregate logs per game object
Tests: ran in editor
Fixed static planter now actually spawns the random selection of plants.
Spawn positions are now cached in the editor instead of at runtime
Smoke grenade Viewmodel only
https://files.facepunch.com/rickgreeve/Photos_38H8mXLTkL.jpg
Fixed LoadingOverlay not including Subtitle in BuildHash
Fixed Videos now having their icon styling on GameModal Media
Fix clicking on GameTiles still opening the Org Modal when on `/games` page
Add `GameModal.HasFullPackage`. Show skeletons until full package is loaded.
Added a command to generate the grid with custom size and spacing values
NRE fixes
Added an alternative dryfire rate so that the dryfire animation can be played faster than the fire rate on slow firing weapons
Set to 0.2 on the revolver
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initial pass on burstcloth setup for VM not using VM renderer
Fix ToolTips in GameModal
Engagement tooltips display on entire entry not just icon.
Games with LaunchMode "QuickPlay" will only display the one play button (since both would do the exact same thing)
Implement tile art, each layer has a different color
Graph editors: align everything to grid
https://files.facepunch.com/ziks/2024-09-02/sbox-dev_dBWkMgscnh.png
Scene.GetAllComponents() is pure
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More work on a built-in copy pasting tool:
You can now set two positions to select entities, forming a boundary for precise selection
Added a basic set of commands running on your current selection like save, cut, kill, print, cancel
(very wip)
Added HasBackface to Quad Primitive in Mesh Editor
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Add To String (Format) node
Facepunch/sbox-issues#6341
Fix Facepunch/sbox-issues#6341
Add default implementations for INoiseField.Sample( x, [y] )
removed camera offset in viewmodel anims, enabled viewmodel renderer