243,539 Commits over 3,898 Days - 2.60cph!
Update FastPathTest comment
Support compiling from a MemoryFileSystem
Fastpath tests pass again
Pending wire updated with current slack
Fixed a few issues with moving wires
Drop applied to the world down vector on rotated transforms
Simpler way of describing changes in fastpath tests
Re-implement fast path tests
Not passing yet
Weekly skins - Blinds rug + Neon Vibes Metal Sheet door (Sorry for the spam I done)
Mesh Editor: Alt+Right actually wraps the uvs now https://files.facepunch.com/layla/1b1711b1/sbox-dev_xWZDd66awF.mp4
Weekly Skins - Junkernaught BAR
Generate schema as part of build
Send the assemblyschema on release, instead of the assemblies themselves
Fix inability to create collections
Weekly skins - Blackguard chestplate
Weekly Skins - Volcanic Rock
Weekly skins - Tiger Stripes MP5
merged new ammunition model branch into blunderbus branch
Weekly Skins - Blackguard Metal Facemask
merge from client_tickrate_increase
merge from skin-bundles-2024-05
merge from anti_rad_tea_rework
Fix JiggleBones transform not being initialized
Hide some of these filesystem things, in hopes that the analyzer stops looking for zio
Update minor update packages
SkinnedModelRenderer: Don't let anything get in the way of deleting the sceneobject on disable
Leaderboard backup, run #
11826
TerrainHeightSet component now has support for Set (existing behaviour, will raise or lower terrain), Raise (will only bring terrain up, won't lower it) and Lower (will only lower terrain, won't raise it)
Industrial crafter now correctly gets collapsed
Motorbike suspension work
Collapse process will now update an EmissionToggle on the same object as the RendererLOD to reference the newly created renderer (fixes electric furnace)
New sidecar bike entity setup
Remove my old sidecar bike
Motorbike suspension set up, + refactoring, + kickstand
Don't collapse a RendererLOD if any renderer has children
Fix some method names
Subtract
97528, was meant to be shelved
Spawnable backdrops and cyc walls for cinematics (green, black, white, black, grey and neutral variants)
Disabled collisions for cinelight cinematic entities - player movement, melee and bullets no longer collide with them. Still can be ent killed and hidden.
Merge from hackweek_renderlod_collapse
Fix collapsed renderers briefly not having an assigned mesh immediately after PreProcess, fixes item skin previews not cropping properly
Expose radiation resistance on the consumable information panel
Removed radiation exposure resistance from anti rad tea, it doesn't really work
Now exclusively provides radiation damage resistance (15%,30%,45%)
VR hands: couple more fixes + "cylinder" poses
Update VR hands with more backported stuff & fixes + left hand model
TerrainMaterial resource with custom compiler which generates 2 packed vtex_c from 5 PBR source images
https://files.facepunch.com/matt/1b1611b1/FvEbxe3xoQ.png
[pick] DragAssetData.Parse: Resolve local assets first before trying to package ident
Don't force Terrain creation through GameObject menu, don't hide terrain asset generation in here, make it so you can add a Terrain component
Add TerrainMaterial AssetPreview - we'll use this for the editor ux too
Replace horrible TerrainData/TerrainDataFile combo with TerrainStorage GameResource
Stub TerrainStorage ResourceEditor
Remove special terrain save logic from SceneEditorSession, use scene.saved editor event
Terrain component editor supports creating or linking TerrainStorage if none is attached
https://files.facepunch.com/matt/1b1611b1/PiMEhkVZd8.png
Terrain component editor split settings into its own tab, add filter properties
https://files.facepunch.com/matt/1b1611b1/obbHlfw3m8.png
TerrainLayerList -> TerrainMaterialList - much simpler, use the TerrainMaterial's AssetPreview thumb
DragDrop TerrainMaterial into TerrainMaterialList
TerrainMaterials GPU buffer, shader uses BCR/NHO textures with 2 channel normal, adding height and AO parameters
PreviewTerrainMaterial: Add nho texture, make previews way bigger
https://files.facepunch.com/matt/1b1611b1/6eH6XTWtsI.png
[pick] Material API specular obeys S_SPECULAR same as Valve's PS_FinalCombinerDoLighting (you can turn it off)
Disable specular on terrain
https://files.facepunch.com/matt/1b1611b1/sbox-dev_SWZ86cs1iM.png
https://files.facepunch.com/matt/1b1611b1/sbox-dev_hhcEQ6Tnhp.png
TerrainMaterial add metalness
TerrainDropObject
Include code archive when publishing
Revert "Don't create control widgets if their type doesn't have a default constructor (resolves sbox-issues/issues/4732)"
This was breaking certain types that are created from native
vm handcuffs:
- added vm rig base file
- added anims and animator
- added viewmodel prefab
- set entity to use new vm prefab
- renamed models to match conventions
Jiggle Bones library
Delete CreateAsset.cs
Update volume_fog.scene