243,515 Commits over 3,898 Days - 2.60cph!
Merge main - that was a pain
Zombie prefab
Temp spawn zombies through prefabs
Zombie Thing
Viewmodel initial code setup.
Protobuf.
Serialization.
Debug logging.
merge from io_seismic_sensor - Art placeholder
merge from searchlight_fixes
Tweaked rockets vibration level
correctly assigned materials to .worldmodel.prefab and .entity.prefab
Green/red light behaviour
Name and description
Recipe first pass
Updated placeholder model and icon
Merged main into io_seismic_sensor
Scene Project Start - move all code to another folder for reference, create a basic scene map (https://files.facepunch.com/tony/1b2011b1/sbox-dev_0EoXrWDBgh.png)
Use sphere traces in UnicycleController (#64)
Add move history gizmo to UnicycleController
Shows path, velocity, ground trace normal
Merge from hackweek_renderlod_collapse
merge from hackweek_renderlod_collapse
merge from boombox_toggle_fix
merge from wiring_near_vehicles_fix
Move the update markers and previous life refresh process to happen 1s after the player dies, while the map is fading in rather than the instant the player receives their death RPC
No real visual change but moves the heavy processing to after the player has visually died
More thorough profiler coverage over the life infographic section
Added attack and dry fire states to prevent admire motion carrying over
Remove the Scene2Prefab components on the bbq, small refinery, furnace, large furnace and campfire prefabs in the LootPanels scene
Changes made to these prefabs outside of this scene would be lost if we do a global S2P, sometimes leading to build breaking bugs
Leaderboard backup, run #
11898
Set local scale to 1,1,1 on various wooden_crate props - used in lots of places and both child renderers were set to 0.99999994 scale on one axis, preventing collapsing.
Will need a global S2P to take effect everywhere
Fixed missing launch site HLOD generation
Sidecar bike setup, visual and physical, WIP
Auto run and toggle crouch will now hold their state when the player opens the chat
Reduce wheel radius slightly so that the wheel sits a small amount in the ground. Looks more realistic
More suspension work. Should look smooth and good on both bikes and snowmobiles now
Revert suspension fix, was worse than the original bug
Fixed 'prevExtension' bug
Fix some missing deploy guides
merge invoke_execution_time -> analytics_server_profiling
Fixed train tunnels not rendering properly on the map
only respawn after falling if we're still dead
remove old blockin pieces, organize textures/materials, scaffold (WIP), chainlink fences, new plywood track pieces, track piece prefabs, new skinny pieces, half size pieces, new tyre obstacle(WIP)
merge from main -> analytics_server_profiling
Suspension fix, doesn't break snowmobile suspension anymore but still works for bikes
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Trace movement 0.5 units off the ground to avoid getting stuck
Move history gizmos
https://files.facepunch.com/ziks/2024-05-19/sbox-dev_IeWUbs4lJv.png
Use sphere traces for movement
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Do an initial clear initialization on FindOrCreateFrameBufferScratchTexture to make sure the data is not garbage, should fix SSR accumulation artifacts specially on multiview
UI-only clears should respect if ( r_ui.GetBool() ) as also per sbox/issues/1575 , will check to make this a clear layer rather than a render layer