250,306 Commits over 3,959 Days - 2.63cph!
Expose radiation resistance on the consumable information panel
Removed radiation exposure resistance from anti rad tea, it doesn't really work
Now exclusively provides radiation damage resistance (15%,30%,45%)
VR hands: couple more fixes + "cylinder" poses
Update VR hands with more backported stuff & fixes + left hand model
TerrainMaterial resource with custom compiler which generates 2 packed vtex_c from 5 PBR source images
https://files.facepunch.com/matt/1b1611b1/FvEbxe3xoQ.png
[pick] DragAssetData.Parse: Resolve local assets first before trying to package ident
Don't force Terrain creation through GameObject menu, don't hide terrain asset generation in here, make it so you can add a Terrain component
Add TerrainMaterial AssetPreview - we'll use this for the editor ux too
Replace horrible TerrainData/TerrainDataFile combo with TerrainStorage GameResource
Stub TerrainStorage ResourceEditor
Remove special terrain save logic from SceneEditorSession, use scene.saved editor event
Terrain component editor supports creating or linking TerrainStorage if none is attached
https://files.facepunch.com/matt/1b1611b1/PiMEhkVZd8.png
Terrain component editor split settings into its own tab, add filter properties
https://files.facepunch.com/matt/1b1611b1/obbHlfw3m8.png
TerrainLayerList -> TerrainMaterialList - much simpler, use the TerrainMaterial's AssetPreview thumb
DragDrop TerrainMaterial into TerrainMaterialList
TerrainMaterials GPU buffer, shader uses BCR/NHO textures with 2 channel normal, adding height and AO parameters
PreviewTerrainMaterial: Add nho texture, make previews way bigger
https://files.facepunch.com/matt/1b1611b1/6eH6XTWtsI.png
[pick] Material API specular obeys S_SPECULAR same as Valve's PS_FinalCombinerDoLighting (you can turn it off)
Disable specular on terrain
https://files.facepunch.com/matt/1b1611b1/sbox-dev_SWZ86cs1iM.png
https://files.facepunch.com/matt/1b1611b1/sbox-dev_hhcEQ6Tnhp.png
TerrainMaterial add metalness
TerrainDropObject
Include code archive when publishing
Revert "Don't create control widgets if their type doesn't have a default constructor (resolves sbox-issues/issues/4732)"
This was breaking certain types that are created from native
vm handcuffs:
- added vm rig base file
- added anims and animator
- added viewmodel prefab
- set entity to use new vm prefab
- renamed models to match conventions
Jiggle Bones library
Delete CreateAsset.cs
Update volume_fog.scene
Don't copy filesystem dll to game root
Don't create control widgets if their type doesn't have a default constructor (resolves sbox-issues/issues/4732)
Wire clearing working properly from both sides with slack levels
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merge from wiretool_fixes2
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merge from roman_candles_limit
Restore angle alignment stuff for +use pickup
Print games that are mounted to console (like folder addons) with developer 1
Traces now have "whitelist" input property
This will turn the table filter into a whitelist, rather than ignore list. This will NOT affect function() filters
Added "hitclientonly" option to trace functions clientside
Fixed Static/Dynamic/Physics not being correctly displayed in Hammer due to recent changes
Added new data to util.GetModelInfo
MeshCount, BoneCount, Flags, StaticProp (specific flag)
ByteStream can be accessed from non-main threads
Add ByteStream.Compress(), Decompress
Can create compiler without file path
CodeArchive serialize/deserialize
Write code archive to filesystem
cherrypicking fix_demolish_radial_menu_order
cherrypicking favorites_cached
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cherrypicking horse_fixes
Clean up player target code
Added an ignore list. Standard targetting methods use the list to cross reference new possible patrons
Now travels on roads supplied from new list
Clear LoadingAfterTransfer flag before disabling transfer protection
This issue made helicopters not know that one player on the helicopter is ready to play
Should fix driver incorrectly swapping with passenger when 2 players are on the helicopter and the pasenger loads in before the driver
Auto disable transfer protection on load for helicopters without a driver, just in case that happens
Make sure any GPU callbacks are finished before disposing of pixmaps on managed, read from RGBA8888 pixmaps directly
Created seperate lists for each category of road. Adjusted road layout and road ring to add to the new lists.
ForceUpdateTriggers for the previous heli driver after a passenger takes over
Pass vulkan-related stuff in as structure
Shove vulkan-related stuff into its own separate structure
temp disable copying from scene camera
Hack around extension-related crash for now
More compiler cleanup
Disable FastPathTests (left a comment for you @Metapyziks)
CompilerSettings becomes Compiler.Configuration, is a struct
Cascade ParseOptions down on each compile instead of trying to keep it up to date
setting up blunderbus 3p anims and viewmodel anim set updated
maintain layout config when toggling viewport fullscreen
Abort the waiting for players loop on the client if disconnected from the server
Leaderboard backup, run #
11811
Can turn / vault while being held
RequirementsBuilder API
Print error code inside debug callback
Remove RequirementsBuilder, just fetch requirements inside SessionBuilder::Build()
Treat warnings as errors
Move OpenXR requirements into Facepunch.XR
Requirements are done automatically now, make instance/device extension format consistent