249,481 Commits over 3,959 Days - 2.63cph!
Fixed Arrow Keys Inputs not having correct name.
Fix Default Inputs like "Forward", "Backward", ect not being override-able (was prioritizing internal defaults over Project Settings)
Fixed Construction and TinCanAlarm empty phrases blocking phrase update
merge from buildingerrors_improvements
When showing the not enough ressources UI, hide any ongoing error toast and vice versa to avoid overlapping
errortoasts_debug is now saved to ClientInfo so we can get it server side when logging construction debug from the server
Merge from elevator_parenting
Reinstate lootpanel.cooking to the LootPanels scene
Merge from workcart_decal_fix
Wrap the detail texture across the world, not across the chunk https://files.facepunch.com/layla/1b1511b1/sbox-dev_LfA429ld3K.png
Merge from tutorial_button_resize
Clean up Mob Gibs, add support to Drone mob
Added [KeyProperty] Name to Palette entries
World gen can spawn objects
Add BiomeSampler to scene
Let's have the voxel world at z=0
Added contact damage to Drone. Spawners can now choose from multiple mobs to spawn
Merge from main -> full_server_demo_client_reader
Merge from monument_scenes -> main
- enable with `monument_scenes` convar (default: false)
Fix Respawn button broadcasting for everyone
Make default temperature for a Biome asset be 0.5 instead of 0
Improved hotspot node y choices on wood piles
Reset block types in the example Biome asset files
Added simple Biome system. Completely inactive right now - but can add a BiomeSampler component and add which Biome asset types you want in the generation. Can easily get which Biome you're in from X, Z voxel coordinates. The sampling code is basic right now, determines biome based on a temperature noise map and each Biome asset determines their temperature. Right now Biome assets can only determine the block types that are used in generation.
Added death and basic "spectating" hud telling you when you can respawn
Pouch/Satchel rig/burst cloth setup
Remove all [MapGeneration] component since it's unused
- in future we are going to remove components from map gen scene in a different way
merge from main -> monument_scenes
merge from fix_cached_browser_query_parallel -> main
Switch cached browser queries to run in sequence instead of by parallel
- add `cached_browser_parallel` convar (default: false) to modify this behavior
- randomly scramble the order of the queries
Make mob gibs a bit more satisfying
Fix voxel particle material detection
Much cleaner behaviour on outside points
bring the color ramp down
Move Camera into it's own prefab. Smooth Camera Z