239,362 Commits over 3,837 Days - 2.60cph!
Stub out everything VR-related, remove calls to SteamVR functions
Initial bindings, init API, fetch & spew extensions
Fixed power passthrough set to 0 by default on empty outputs, to clarify when power is blocked and when power passes through
Added first IO acceptance tests for AND switch, OR switch, electrical branch and blocker
Added steering deadzone to avoid over corrections
I should stop tweaking the generator
Starting on movement
merge from fix_eventrecord_pooling_error
Renamed "Normal" SceneCameraDebugMode to "Lit", expose Roughness vis mode
Added RustTestFixture, which includes helpers to easily spawn and destroy entities
Cleanup and naming
button component
page header, home page tweaks
Added SetUp and TearDown methods executed before and after each test
start bringing the new UI elements into new branch
choice panel
status panel
status tooltips
Fix wall placement, add lights
https://files.facepunch.com/ziks/2024-05-07/sbox-dev_Vmh62T1kst.mp4
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vtf project unused
TerrainMaterial resource: custom compiler that generates 2 packed vtex_c from input images
bicycle LOD0 skining and ik positrion adjustment
More memory optimisations - attempting to reduce the number of transforms/gameobjects/renderer components there are in the world by consolidating them into a single RendererLOD when possible
eg. a RendererLOD has three child LODs all at 0,0,0 - this process caches the mesh and materials used at each LOD level and creates a new renderer/filter on the RendererLOD root and switches the mesh and materials when adjusting LODs. This allows us to delete the child transforms entirely.
Process is entirely automatic and applied at runtime to all RendererLODs so no change to artist workflow.
Some initial results:
Launch site goes from 30,409 transforms to 21,131
Outpost goes from 11,850 -> 9,633
Harbor_1 goes from 17,233 -> 13,125
That's a total saving of over 15k transforms, renderers, filters just from three monuments!
Leaderboard backup, run #
11586
Fixed manifest not being included, still not loading
Add more game tests
Revert "Delete GameManager (has been replaced by Game for ages now)"
This reverts commit 2f830e304e4c35781aacfe7577fb52ef02a84a7f.
Add more game tests
Add noblockaudio, player to default tag selection
Minor anim tweaks to middle finger + double middle finger gestures. Fixed ulna rotation not being applied
Move fists to assets
Add noblockaudio tag to player
Protect against exceptions
Shader compile fixes
PlaySound exeption fix
Basic sprint progress bar
Double middle finger gesture
Lerp the sprint pose change
New sprint mode pose for bicycle rider
New attempt - load all preprocessed prefabs into a dedicated client/server scene and include that in the build
Created new FileSystem backend that is mostly working, builds are done via Builds/PreProcess/ menu
Pedal bike setup bits and pieces
More build cleanup, not much progress
Fix recoil properties not being modified
nature models, more track piece work, tutorial map work, more tutorial hints, tutorial hint messages, materials and textures, less tilting from pedaling, sample scene in blender
Shadergraph: Named branch nodes are attributes
Expose recoil values for weapons
Add `mod_ents` command to search for entity shortnames
Exposing more things & lots of cleanup + organizing code
Serialize AnimationCurve as protobuf
Expose BaseProjectile fields too
Expose clientside variables (firerate, deploydelay, animationdelay) to be modded by server
Add `mod {prefab} {field} {value}` command to allow you to modify weapons at runtime
adding bike_sidecar prefab and WIP bicycle setup
Fix loading old polygon mesh when texture origin wasn't per face
Added a simple custom testing framework