248,602 Commits over 3,928 Days - 2.64cph!
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
Leaderboard backup, run #
12319
Further tweaks & fix candidate for underwater torch.
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Exposed a splash effect slot on the dropped world item that is played when a dropped item enters the water
Dropped items now increase their drag to 7 (was 0.1) when underwater so they don't fall at the same rate as through air
Added a slight physics impulse every 1-2s while a dropped item is sinking to simulate some underwater currents
Uses a budgeted server update (DroppedItem.underwater_drag_budget_ms) to check if items are underwater, defaults to 0.1ms
Hopefully fixed players getting kicked for packet flooding when looking at an IO entity while holding a wire tool and standing inside a prevent building volume
While standing in a prevent building volume the IO sockets of entities will no longer appear
Tagged both large prevent building volumes on the computer station with IgnoreWireCheck so that players can use wires while standing in front of it
Fix ping estimation tooltip not working on browser
Merge from gesture_cancel_fix
Possible fix for first person/third person gesture animation getting out of sync when the player starts a new gesture immediately after cancelling another gesture
Slight adjustment to motorbike rear wheel position - get the rear wheel to visually sit right on the ground
Fixed certain biome post sometimes overriding water post and darkening it too much.
Further tweaks to help the underwater torch work with the new attenuation.
Destroy hull after adding it to hull shape, shapes no longer own the hull
Deep copy rubikon hull to izabu hull
Should collide callback is backwards, woops
Fix StepUpdateManaged not accessing active bodies, woops
AddTriangleMaterialIndex and ClearTriangleMaterials do nothing until izabu base mesh shapes have a physical material list
Comment out all cast functions so we can compile
Don't include simd.h in VPHYSICS2_LIBRARY, conflicts with engine simd
Fix GetTriangleMaterialIndex for meshes
Collision mesh serialization now uses Vector instead of VectorAligned for vertices, upgrade them in transfer post load
Fixed SwitchControl styling
Store current val outside scope
Adv network settings button next to Network Mode in inspector - opens drop down menu to set net orphaned mode / owner transfer mode
New Crowdin translations by GitHub Action
Translate item titles / descriptions
Some more case insensitivity
Move out to its own widget - this is gonna be a button that drops down for advanced network settings
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Make sure NetworkOrphaned and OwnerTransfer modes get serialized / deserialized
Move over to setting NetworkOrphaned/OwnerTransfer on the GameObject directly (with multi-select)
Display 2 instead of MaxMembers since people can spectate
Make turn length 15s instead of 10s
Leaderboard backup, run #
12307
New Crowdin translations by GitHub Action
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Remove these sweep functions from interface, we're not using them
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Start adding support to edit Network Orphaned and Owner Transfer options in Inspector (visible when Network Mode is set to Object) https://files.facepunch.com/conna/1b0311b1/sbox-dev_I7Fk7tfs6K.png
Enable ping estimation button by default (with convar) but keep ping estimation disabled by default
Rebuild server browser when ping estimation is turned on / off
Add test asserting no ActionGraphs have errors in a given scene
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Merge from main -> ping_estimation_fallback
Add `runtime_profiling_persist` convar
- by default runtime_profiling will turn off after restart
- enable to save the convar across restarts
update spritetools
blood
health pack sprite
update spritetools
Fixed crashes when getting ammo type name of invalid ammo
Update icon for ep2_outland_06a to actually represent what it is
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Belt is now locked during surrendering or being handcuffed, to match other inventories.
Added an Equip Hood radial menu to apply the prisoner hood to a handcuffed player now that their belt can't be directly modified.
UV offset gets reset appropriately when changing animation