243,692 Commits over 3,898 Days - 2.60cph!
Ditch Stream as the read/write interface to reduce the amount of copying data around
no hud if we're in tutorial, unsaved blender file changes
adjusting tutorial lean jump section, fixing issue with reseting
dont count tutorial zones as checkpoints, only show hints once, fix reseting, scaffolding models, bool for turning tutorial on and off
Convert some guns and mags to prefabs, laser pointer can be toggled with joystick down on held hand
Expose changing damage of weapons & armor protection values
Add ability to search entity & item names
fixing tutorial brake door bug
bicycle skin, LOD setup and rear wheel split for future setup
Genre component and game-list component
columns, column grid system
Fix NREs when running outside of VR
Fixed some issues w/ attach points
New Crowdin translations by GitHub Action
Reload strings on Alt+L in debug builds
Copy locale folder on build
Remove import-translations job
Attempt to make gradients match their web counterparts a little more
This isn't perfect and we should really investigate the root cause
for this: sbox-issues/issues/5477
New Crowdin translations by GitHub Action
Refactor string loading to support different formats
Load strings from loose CSV files
Added Time based fading (work in progress - includes updates to visualiser)
Fixed some issues with distance fading
Improved import - no longer reloads assets during import which is 2022.3 causes a warning
Added vending machine. Setup custom sell orders. Disabled colliders on client.
Added "content_descriptors" to steamworks.FileInfo result
It is a table of possible values:
"general_mature",
"gore",
"suggestive",
"nudity",
"adult_only",
Rework Portal Rocket Turret targeting to make the SetTarget input work
Do not prevent C_BaseAnimating entities from rendering if sequence = -1
Added a low pass smoothing filter to steering as well as tweaking existing steer deadzone values.
Outside of deadzone now ensures straight wheels
Stub out everything VR-related, remove calls to SteamVR functions
Initial bindings, init API, fetch & spew extensions
Fixed power passthrough set to 0 by default on empty outputs, to clarify when power is blocked and when power passes through
Added first IO acceptance tests for AND switch, OR switch, electrical branch and blocker
Added steering deadzone to avoid over corrections
I should stop tweaking the generator
Starting on movement
merge from fix_eventrecord_pooling_error
Renamed "Normal" SceneCameraDebugMode to "Lit", expose Roughness vis mode
Added RustTestFixture, which includes helpers to easily spawn and destroy entities
Cleanup and naming
button component
page header, home page tweaks
Added SetUp and TearDown methods executed before and after each test
start bringing the new UI elements into new branch
choice panel
status panel
status tooltips
Fix wall placement, add lights
https://files.facepunch.com/ziks/2024-05-07/sbox-dev_Vmh62T1kst.mp4
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vtf project unused
TerrainMaterial resource: custom compiler that generates 2 packed vtex_c from input images
bicycle LOD0 skining and ik positrion adjustment
More memory optimisations - attempting to reduce the number of transforms/gameobjects/renderer components there are in the world by consolidating them into a single RendererLOD when possible
eg. a RendererLOD has three child LODs all at 0,0,0 - this process caches the mesh and materials used at each LOD level and creates a new renderer/filter on the RendererLOD root and switches the mesh and materials when adjusting LODs. This allows us to delete the child transforms entirely.
Process is entirely automatic and applied at runtime to all RendererLODs so no change to artist workflow.
Some initial results:
Launch site goes from 30,409 transforms to 21,131
Outpost goes from 11,850 -> 9,633
Harbor_1 goes from 17,233 -> 13,125
That's a total saving of over 15k transforms, renderers, filters just from three monuments!