243,434 Commits over 3,898 Days - 2.60cph!
Fix hover loot not working from backpack -> vending machine
Cargo ship side doors / Fixed intersecting geometry / Moved some interior props to compensate for geometry changes / set the door slightly deeper to prevent intersecting with the frame
Fix backpack UI staying active on screen after backpack is closed
Deleted Minigun World Model Texture PSD Files
Imported Minigun World Model Texture Targa Files
Re-Setup Minigun World Model Material
Warn Nvidia driver 551.23 for known issues
Stop compiling rendersystemdx11, remove -dx11 switch
Clean up IRenderHardwareConfig no need for all this DX8/360 crap, remove dxsupport.cfg override
vfxcompile: stop compiling dxbc, remove vfx_dx11
Remove "Compile Optimized Shaders", spirv-opt always runs
Set bindpose transforms before applying physics bones
ModelBoneTransformProxy.SetWorldTransform needs to set the bone transform local to the renderer transform, fixes bones blowing up when moving them in editor
Parse commandline properly to prevent projects with `-test` in the name breaking
sbox-issues/issues/5208
Test for multiple keyframe percentages (sbox-issues/issues/5168)
Support multiple keyframe percentages
e.g.
```scss
@keyframes tilt {
0%, 10% {
transform: rotate(0deg) scale(1);
transform-origin: center;
}
}
```
sbox-issues/issues/5168
Vector2Int, Vector3Int
sbox-issues/issues/4995
Merged in harbor_tweaks_4_cargoship
Merged in harbor_tweaks_4_cargoship
stubbing in assets into artdev scene
added beanbag
added flag_oakwood
added mattress_cover material variant for mattress
also adjusted bedframes
Update art_showcase.scene
Reposed Burlap Shoes to match updated player rig
Allow avatar tint editing
Prevented cargo from waiting twice
Improved reliability of throttle - cache old speed and use it if unsure of next waypoint speed
Fixed isues causing follow to zero rotation on approach
Temp comment out this line to fix tests
Object Snapshot Refresh (#1500)
* Initial commit
* Component id + prune those for refresh as well
* Serialize id properly
* OnRefresh
* Fix refresh for bones
* Revert comp ids on this branch
* Use Id not __id as that is what was settled with for Component Ids
* When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table
* Don't do on the root though save that for the multi-comp PR
* Include latest table snapshot with full refresh. Update to support __guid
* Undo this bit
* Added Connection.CanRefreshObjects permission (def: true)
* Add checks for CanRefreshObjects to Network.Refresh() and when OnObjectRefresh is called
* Register properties recursively when sending network refresh or receiving one
* Test to re-register Sync props after Network.Refresh
* Make docs clearer
* If a Component isn't valid then just set the property anyway for a Sync var
* By default, clients (except host) can NOT refresh network objects. Host can change this with Connection.CanRefreshObjects
* Some additional validation checks
* Better logic
* Fix issue with nested types not having correct identity hash for wrapped property codegen
Fix NRE in GraphInputNodeType.GetPath
Inflate heightfield query cell bounds by 0.5, fixes terrain collision
Fix terrain collider not updating on heightmap import
Terrain collision is per triangle again instead of per cell, should be 100% accurate https://files.facepunch.com/layla/1b1911b1/sbox-dev_bZpdwNGM3P.mp4
Vulkan: Fix validation errors with MSAA disabled, this should fix a lot of crashing problems for people playing without MSAA
Actually set D_MSAA combo on depth_downsample
Fix hair blue line
Scene.Load ShowLoadingScreen actually works
Update avatar scene
Open avatar scene when you click the avatar button
Rework terrain casting and sweeping
Only clear contacts on tag change if the contacts should have no interaction
Use faster _aligned_malloc in physics system
Tweak citizen eye ao
add compilled avatar scene (!)
PanelComponent uses internal enable, disable, update
Temporary fix for drag executing multiple times in one frame
Expose render settings to tools
https://files.facepunch.com/garry/0c9677be-c880-4ac5-8976-3c69143c9f5b.png
Compile fix
Max 8x msaa
Fix deserializing ActionGraphs in Menu context (#1506)
Nicer test for if nodes are operators
OnDestroyInternal calls OnDisabledInternal instead of OnDisabled
Reset panel parent before deleting it
Include panel parent in hash, fixes panel not rendering when parent is disabled and enabled
Don't flag SceneObject and SceneModel as ESceneObjectFlags.IS_OPAQUE, the materials should dictate it, fixes translucent materials drawing in opaque passes (& drawing twice)
Messed with input action panel dialogs, fix Facepunch/sbox-issues#5232
Fixed delete prompt having no content
Fixed editing input action group not showing visible changes until re-opening project settings menu. Fixes Facepunch/sbox-issues#5235
Better warning if we can't find ITagset
Fixed ManualHitbox.HitboxTags being uneditable in the inspector (fixes Facepunch/sbox-issues#5231)
Don't give gizmo mouse focus when it orbit mode
Check if aaquality is a valid enum, users are likely to have outdated settings
ModelCollider uses mass and damping properties from model physics parts
Change Json.PushNodeLibrary() to NodeLibrary.Push()
Call NodeLibrary.Push() instead of Scene.Push() if HostScene is null
Fixes Facepunch/sbox-issues#5244
Remove unused
Remove buttons
Show icon if item has alternates
Clothing container stores height
SkinnedModelRenderer stores animgraph params, applies them OnEnabled
CitizenAnimationHelper - make Height nullable
Height option on avatar, can mess with and annoy citizen
Normalize clothing before applying
Reset input config in menu
Remove unused
UI system gets game buttons when no game is loaded
VSync menu option
Can switch between variants
Merge branch 'master' into snapshot-refresh
Fix issue with nested types not having correct identity hash for wrapped property codegen
Fixed cargo speed limiting bugs
Cargo now looks at previous node to find desired speed
Snow effect mat config, specified mask for volumes
Can switch between variants
Cache walkable navmesh layer.
Added convar'd damage deploy check interval.
Codegen.
edited minigun viewmodel anims
Some additional validation checks
Check for valid navmesh at scientist spawn points before deploying.
Handle missing navmesh.
Added Environment Mask field to MaterialConfig and moved MaterialSetup.Setup() call to Start()
Remove unused
Remove buttons
Show icon if item has alternates
Clothing container stores height
SkinnedModelRenderer stores animgraph params, applies them OnEnabled
CitizenAnimationHelper - make Height nullable
Height option on avatar, can mess with and annoy citizen
Normalize clothing before applying
Reset input config in menu
Remove unused
UI system gets game buttons when no game is loaded
VSync menu option
fixed the collector bucket in trasinyard having an offset
Merge property or variable get / set nodes
dresser version without actiongraph
bed/mattress scale adjustments
Randomise between take cover and combat states when spawning scientists
Change Json.PushNodeLibrary() to NodeLibrary.Push()
Call NodeLibrary.Push() instead of Scene.Push() if HostScene is null
Fixes Facepunch/sbox-issues#5244
Updated the prop folder prefabs that could to Material Setup technique for snow cover
Stop ddossing ourselves so much
Leaderboard backup, run #
10467