243,643 Commits over 3,898 Days - 2.60cph!
Have SkinViewer prefabs always use fresh instances, not preprocessed or pooled ones. Fixes some skins being invisible after warmup has run, due to the bone hierarchy being stripped on the pooled, warmed-up version that's loaded by default
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Create grid debug shape for heightfield, faster but could be faster
Don't build steam audio static mesh for heightfields, too slow currently (do we care?)
Update terrain collider when terrain is dirty
Rebuilt phrases
Slightly moved some alignment to look right with new text
Leaderboard backup, run #
10171
Conditional bar is no longer shown for listings with full hp
Rewrote conditional checks to take advantage of normalised values
Leaderboard backup, run #
10170
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Refactor ActionGraphDebugger
First pass at listening for ActionGraph scene refs
WIP show scene refs in scene view
https://files.facepunch.com/ziks/2024-03-08/sbox-dev_HZ7Fs0R2x1.mp4
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func_tanklaser sound fix
PropSelect:AddModel throws error on invalid input
Added more portal entities to the spawn menu
Updated effects library
Fixed effects changing their entity table if accessed too soon.
Added the "trace" debug console command
Added NPCData.SnapToNormal
Make npc_security_camera duplicatable
Fixed npc_security_camera not duplicating
Fixed npc_security_camera not duplicating
Fixed npc_security_camera not duplicating
merge from binoculars_nre_fix
CollisionActionComponent, TriggerActionComponent implement IActionComponent
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Fixed queued renderer leaking render target refcounts
Restore the debug print regarding CSoundPatch crash
Gravity gun inflictor is the gravity gun, not the player
Prevent mega grav gun makin all NPC weapons dissolve, even when not killed by it
Update patrol heli map tooltip name + other slight changes for consistency
Fix asset references trying to resolve before those references were added to the assetsystem, which would cause failed uploads
No amount of reverting was fixing this, so I think this has existed for
a long time...
Fixes
sbox-issues/issues/4914
sbox-issues/issues/5013
Added global.debuglanguage convar to debug localization
slicked_back_balding lods
Leotard Model + Hair Adjustments
player update. snowball and birthday cake entites edited so the player holds them correctly
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normalise condition fill amount
Changed vendor listings to display 'selling' rather than available
Gave text more room before wrapping to support translations
player update. added deploy for candy cane and quick attack to 3p melee anim set
player update. edited entities for candy cane, concrete pickaxe/hatchet, lumber jack axe/pick axe, pipewrench, sickle and diver hatchet so they hold and holster correctly. Also made holdtype override controllers for pipewrench and candy cane sto play their unique deploy anims.
All client entity binoculars now share the same reference to the rangefinder
This prevents NRE from firing
Added an additional null check just in case
Fixed game dll not being able to access clothing icons
Process deletes in a couple more opportune places
When a bone merged model is added, merge it immediately to avoid 1 frame bind poses when components are added after animations are calculated
Update avatar scene
MeshEditor: More robust u and v axis face calculation, only set texture axis if the face can calculate a valid normal
Add unrecognised reference paths to asset inspector
Remove legacy path from CMapAssetType::CalculateDependencies
Move light culling renderer to scenesystem and remove GetPtrValue hacks from it, we'll call it from lightbinner to pass results from light culling, layers still exist on renderingpipeline for ordering
Updated Mushroom World Model to have decreased size
Imported Mushroom World Model Colliders
Switch Mushroom World Model Colliders from Box to Mesh