249,469 Commits over 3,959 Days - 2.63cph!
Moved Hapis prefabs into modded directory
Deleted any broken, unused Hapis prefabs
Deleted unused hapis military tunnel - this was being loaded causing some but very minimum memory and loadtime impact
removed a left over tickbox for a biome override on ground concrete foliage
fixed wall_300_pillar LOD1 rotation
More "_on.static" prefabs - Torch holder variants, legacy furnace, cauldron and mixing table
Cherrypick audio import setting changes
Run `Sound/Update Audio Clip Importers` tool to update optimal audio import settings
- assuming the tool still applies good settings
Updated campfire_static to use latest campfire lighting and fx.
Added campfire_on.static + latern_on.static - always on prefab variant for map makers/modders.
Added npcvendingmachine.printAllPriceChanges, outputs a nicely formatted summary of all of the active price changes on the server (won't show items that don't have a discount/surcharge)
Revert playground to original state
Converted blueprintBaseDef from a field on every vending machine instance into an accessor that just accesses the cached version in ItemManager
Handcuffs_cinematic assets backup
Added npcvendingmachine.resetDyanmicPricing convar, resets the state of all discounts and surcharges from NPC vending machines (for testing)
Fixed map marker info not being properly updated when updating dynamic pricing
Formatting change on map vendor
Fixed server projectile visibility check sometimes returning false when it shouldn't
Change WorldSerialization to deserialize into a NativeArray (NativeMemoryStream) instead of MemoryStream
- reduces heap reserved memory by 500MB when deserializing map due to many MemoryStream allocations
- add `loadmap` test command to load local map when profiling deserialization
Add NativeMemoryStream (MemoryStream backed by a NativeArray<byte> instead of byte[])
merge from monument_scenes -> aux2
Generate manifest with new string pool
Get rid of checking for scene in standalone build
- asset bundles don't want to tell you if scene is there
- rare error: won't occur once build process is normal
Bit of optimizations for the map
IK trike passenger's hands when they're not holding anything
Fix train tunnel icons not showing on the map
Enabled 'allow crouching' for rock paper scissors gesture
Flashbang Effect component stub
Basic overlay + bloom effect
Extra effects
Dsp (use weird.4 for now?)
Only apply flashbang effects if we see the flashbang
Fixed pedaltrike not working with spawn command
Fixed minicopter front wheel collider position
Adjust heli sleep threshold
Initial flashbang prefabs
Enforce delay between engine off and sleep checks
Fix camera edit modal being very broken after upgrades
Bump to v0.0.16
Add a special field to proxied values returned by useModel and watchModel in case anyone needs to bypass the proxy
Improved typings to make it more clear when a return value is a proxy
textures that plastic forgot to commit in
99328
(more) final textures, deleted wip textures, set up materials correctly, added lights to prefab
Call TransformChanged() once again in InterpolateFixedUpdate
Clear pending updates in SceneNetworkUpdate too
Make sure we use TargetLocal in any transform changed callbacks called from within interpolation phase to fix physics bodies using wrong values. Add internal InterpolationWorld getter in GameTransform and use that in ModelRenderer OnTransformChanged for updating scene object position (fixes broken interp.)
Update Fog.Cubemap test scene https://files.facepunch.com/sam/1b1911b1/sbox-dev_ktnlWsCs24.mp4
Readd Skyballs an ambient light test scene https://files.facepunch.com/sam/1b1911b1/JYx0E9JbyL.jpg