254,392 Commits over 3,990 Days - 2.66cph!
Grab triangle on base mesh so that it should work for both mesh and heightmap
Use our filtering in cast callbacks
Initial VR scene for main menu
https://files.facepunch.com/alexguthrie/1b2011b1/sbox_pKFaTyqkgq.png
UI: Fix worldpanel depth issues, treat worldpanel roots as layers
Render VR menu at 4k, scale down to fit
Basic VR world input component, menu works properly
https://files.facepunch.com/alexguthrie/1b2511b1/Desktop%202024.06.25%20-%2015.51.37.05.mp4
Line hands up better in VR menu scene
Quick little test map just so I'm not staring at an orange texture
Serialize Tint and apply to SceneObject when created.
CManagedSceneObject main thread is optional
Remove mainthread enforcement from "safe" internal managed sceneobjects
Make grabbedTextures a thread static
ParticleSpriteRenderer builds verts in render thread
Use CustomEditor for Transform, make presentation/ux consistent with components, add copy/paste world transform context menu options
Change project open file filter from ".sbproj" -> "*.sbproj" to find named project files
White outline when selected (similar to renderer components)
Fixed SpriteComponent Gizmo hitbox (Facepunch/sbox-spritetools#2)
https://files.facepunch.com/CarsonKompon/2024/July/10_10-17-BasicChipmunk.mp4
Animation List is has hover highlight and StatusTip
FrameButton now has hover highlight and StatusTip displaying frame number, file name, and sheet rect (if applicable)
Fixed terrain-blend shader secondary layer uv/tiling params not working
exported wolf attack test anim
Travelling Vendor Revisions -> Main
Fix bug causing vendor to just sell one item
Byte Pack Convert - Networked GameObject, Component, GameResource References (#1618)
* Add add IBytePackConvert to a class to specify how it should be serialized/deserialized with BytePack (similar to IJsonConvert). Implement for GameObject.
* Add IBytePackConvert support to Component and GameResource
* We should be able to null these out
* Some comments on ConverterPacker to describe its use
* Let's move it out of Sandbox and call it BytePack.ISerializer - it won't be exposed to public API (for now?)
* Makes sense to rename to SerializerPacker so it matches ISerializer
* Explicit implementations of BytePackRead and BytePackWrite means we can have these non-public
* Add test for BytePack.ISerializer with MySerializedClass
* Some minor doc change
* Tidy
Fix BroadcastEvents widget not updating on file change
Remove un-needed Spritesheet Preview Overlay stuff
Properly serialize BroadcastEvents Actiongraph so it saves/loads.
Don't serialize component [Property] variables if they have [JsonIgnore] attribute
resetting bone transforms on cloth when it's re-enabled to avoid spike in velocity with LODing
▋▇▇▇▉ ▄▋▄▆ █▍▆▊█▋▇▄▉▆▋▊_▅▄▉
Weapon crate texture update
Prototype custom networked root motion
Initial work on damage tracking https://files.facepunch.com/devultj/1b1011b1/sbox-dev_WgGn9yRMZ1.png
Add dev command to swap teams
Log active sound handle count every 5 seconds (#156)
SoundEmitter: stop sound on destroy (#156)
Molotov sounds in particular were persisting
WIP
Log active sound handle count every 5 seconds (#156)
SoundEmitter: stop sound on destroy (#156)
Molotov sounds in particular were persisting
pickaxe chain controller LODing
min/max length constraints respected properly and slightly reduced precision in collision detection
corrected LODing on cloth controllers for ghostsheet
Push the M700 forward a touch
Some comments on ConverterPacker to describe its use
Let's move it out of Sandbox and call it BytePack.ISerializer - it won't be exposed to public API (for now?)
Makes sense to rename to SerializerPacker so it matches ISerializer
Explicit implementations of BytePackRead and BytePackWrite means we can have these non-public
Add test for BytePack.ISerializer with MySerializedClass
M700 update
added the low poly with bakes
Heater static prefab lighting tweak
Improve scoring system UI, add scrolling number component that we can use in other places if we wish
terrain.benchmark updates
Pottedplant.mat using Rust/Std transmission instead of Foliage. Looked broken and wasn't using wind features anyway.