248,600 Commits over 3,928 Days - 2.64cph!
Baseline, added item and entity prefabs
Add an override muzzle point field to the VIewmodelSway component to allow us to reposition how the viewmodel rotates when quickly spinning the camera
Backfires now happen at a random point in the future
Vendor ~
Rewrote ignore system to utilise a single struct
Improved ignore systems reliability
Reduced network load for steering angle - only need a single float
Vending Orders ~
Frees to FreeLists
Resize vending order to largest order entries count
Check before freeing attachment list
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player_model fixes (fixes broken eyes, broken censor objects)
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Added single-pass Rust/Unlit ASE template with atmospheric scattering support
exported frontier hatchet admire animation, created frontierhatchet anim.controller and linked it to its viewmodel prefab
radtown S2P, refreshed HLOD
removing vertex stream components left over from vertex painting attemps
fixing some left over issues with shed, storage warehouse components
checked for decal projector issues
Added Pit Viper model/mats/textures
Simplify system to always output both legacy prefab + new scene
- ensures it always updates the monument regardless of what system is running
Add option for discarding scene changes and load its saved state, resolves Facepunch/sbox-issues#5085
https://files.facepunch.com/devultj/1b0911b1/sbox-dev_VFwF4r2Fku.mp4
Fix damage reduction from armor / helmet
terrain.benchmark scene wip
Add Vector3.Direction, closes Facepunch/sbox-issues#5026
Simplify respawning RPCs
Looked like OnClientRespawn could get called on the wrong clients?
Mesh implements IValid (already has IsValid property), closes Facepunch/sbox-issues#4170
Removed missing material inspector from BRZone shader
Can [Property] GameResource properties to have them serialize, resolves Facepunch/sbox-issues#2925 (worth noting you could use [JsonInclude] for this already)
Replaced add with alpha/lerp blend on BRzone shader (for eval)
Updated Legacy Wood Log PIle Colliders to a more efficient mesh
WIP - Added upscale blend ( before I forget! )
Add fullscreen on play editor preference, closes #1476
https://files.facepunch.com/devultj/1b0911b1/sbox-dev_xrv7uAqbh4.mp4
Merge from main -> monument_scenes
Merge from audio_import_music_clips -> aux1
Merge from main -> hot_reload_unity
Fixed errors in blend4way-specular shader
Use existing asset name as the baseline when using asset browser rename flyout
Merge from main -> audio_import_music_clips
Add rename shortcut to asset browser
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Changed new surrender gesture description to "Warning: Will allow other players to view (but not modify) your inventory" to reflect the new belt locking change
Should fix uploded videos having no audio
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Fixed typo in AdminReceivedUGC RPC preventing the UGC browser in the F1 admin panel from working
Players will no longer be dismounted from ziplines if they clip into trees (we have several systems in place to prevent trees from spawning in the path of ziplines but it still happens enough that this feels worthwhile)
Fixed incorrect material on Lod2 of part of the powerline platform ramps
Convert some parts of the powerline platform into MeshLOD
Added a procedural map config tool that uses a simple checkbox based UI to enable and disable various procedural map features, makes it easy to isolate gameplay elements for testing (see Tools/Procedural/Procedural Map Editor)
Added 4 more zipline dismount points to each powerline platform, 2 on the side and 2 further up the structure to allow for less climbing when chaining together multiple ziplines
Ziplines will now prioritise destination points that are further away and higher, maximising distance travelled and reducing time spent climbing ladders on towers
On a 4k proc gen map these changes increase the average zipline distance from 121m to 188m and increases the total server wide zipline length from 20km to 31km