248,620 Commits over 3,928 Days - 2.64cph!
Coastal rocks / prefabs / LODs and colliders
Shift + click to recursively expand treeview nodes, resolves Facepunch/sbox-issues#5642
Terrain: add flatten sculpt tool (https://files.facepunch.com/tony/1b1111b1/sbox-dev_bCkllHylC8.mp4)
Updated Frontier Hatchet World Model to have correct LODS and to Include fur strip
Update how superluminal instrumentation works, avoid allocations, wrong names
Don't render widgets that we can't see (!)
Added back door anim event sound component on residential door
changed door knock sound from metal to wood on residential door
fixed missing box colliders on ground floor chimneys in masterhouse
fixed electric fan b using fan a collider..
Fixed incorrect import options on colliders for radiators, vintage furniture, pushcarts, bathtub, large rubbish skip, radiactive vats, checkpoint hut, small rubbish skip, binbags, radhouse large
Fixed some material regressions on the siren lights.
Siren lights use new fresnel emission
correct surface type on stairs from walkways set
Remove BytePack.ISerializer from Connection for now - need to solve something first
Add proxy wolf2 to manifest
Early wolf root motion tests
Changed the technique for collider to Prevent Movement instead of transparent
Changed to mesh lod
Live-update ShootWeaponDebugWidget
https://files.facepunch.com/ziks/2024-07-11/sbox-dev_5F50Yk2j93.mp4
Basic damage value readout in EquipmentResourceEditor
https://files.facepunch.com/ziks/2024-07-11/sbox-dev_ZNPL4KrPHP.png
added missing ceiling box collider in recycler room of storage building large
Removed simplelight from gate prefab.
fixed AC unit missing collision on roof, was mesh - not prefab
moved mesh colliders from LOD0 to parent on radhouse_large
Add some more [EquipmentResourceProperty]
Initial commit for Network Priority for Network Objects. The idea is that you can mark a networked object as Low, Medium or High (default) network priority, this will dictate how frequency updates are sent out about that object.
Compute shaders for Auto Exposure - not yet used
For generating the histogram for auto-exposure as used by tonemapping. These 2 shaders will geenerate the histogram and weighted average. They are not yet used. Currently Valve use occlusion queries and generate it as part of tonemapping.cpp. These shaders may prove better than that system.
Free cam
Update spritetool
Models and materials updates
Level 1 progress
Moved hobo to lighting prefab, because it has bespoke optimized lighting for that area.
Merge from hood and cuffs
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Small hue tweak on Hobo lights.
Rename effects.hurt to effects.hurtoverlay so it doesn't become the default executed console option when trying to hurt yourself
Inspector properties: increase context-menu area beyond label text, let control handle copy/pasting to match what's displayed (eg pasting colors from hexcode), exclude quotation marks when copying
bunch of tweaks along the way
Add Graphics.CameraPosition
Disabled a small metallic wall shelf because problematic unavoidable specular lighting bleed.
vm blunderbuss - set rotate around muzzle value back to 1, fixed clipping issues instead via rotate amount test
Make sure SceneCamera is not null in UpdateSceneCameraTransform
Update facepunch.libevents