250,534 Commits over 3,959 Days - 2.64cph!
merge from harbor_crane_flyhack_fix
merge from labs_crash_fix
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Validate shader descriptor bindings, refuse to load invalid shaders that will crash (shaders compiled with compiler bugs that were fixed)
set up materials on junkernaught ar
New sounds
Hand collects a hash set of eligible grab points, and picks the closest one when gripping (fixes jank where you'd grip and nothing would happen)
Mark Sync/Broadcast on some things in Weapon
Add brite, water, concrete dsps
outside dsps
More dsps
Rename SetPositionCentered -> Center
Added LaserPointer component (https://files.facepunch.com/tony/1b0211b1/sbox-dev_dmbhFl6YT6.mp4)
Implement point interactables. Not using animation, this turned out to be more work than necessary for now.
https://files.facepunch.com/tony/1b0311b1/sbox.2024.05.03.08.43.17.mp4
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merge from HeadwrapStoreFix
merge from junkpile_collision_fix
merge from HelicopterPhysicsFix
tickrate_cl and tickrate_sv are now replicated convars
Enforcing sane min and max values for tickrate_cl and tickrate_sv
Leaderboard backup, run #
11490
Increased default client tick rate from 20 to 32
Use RaycastCommands for LaserBeams as well, turns cost of laser beam updates from 0.2ms to 0.1ms in outpost
magnet
crates
networking fixes
shadow networking
blood
clouds
Thicket car flatbed base colliders
Experiment: Use discrete collision on dropped items. Tends to work well apart from the teleporting through things...
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Applied first iteration of attack
First pass on moving the sound occlusion system into jobs now that we're on an updated version of unity
Keeps the frequency the same but moves all raycasts into RaycastCommands with a max of 10 hits
Can be toggled on and off at runtime via SoundOcclusion.useThreadedCommands convar
Fixed door controller IO UI overlapping doors interaction UI
Restore accidentally removed include
Use IgnoreCollision when dropped items fall on minicopter or attack heli. Items now fall through those two vehicles - unfortunately needed due to physics issues with the last two Unity updates. Items will still collide with scrap heli interior
Proper new underwater settings RC
Fixed Water Purifier missing deploy guide
Fix junkpile_water_b and c getting their colliders stripped on the server, leading to items falling through the junkpile
Fix junkpile_water_a not properly removing components (this one already worked ok as far as dropping items)
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Return minicopter and attack helicopter to Continuous Dynamic collision type, from Continuous Speculative, due to reports of collision issues during stunt flying
sks updates:
- 3p updates + corrected aiming
- updated anims on rigged world model
- got shell eject fx working
Fixed burlap head wrap 3D preview positioning in item store
v_crowbar: actually properly export the weapon bones in the FBX files... + basic animgraph
obstacle props, remove old block in props
New Clothing! - Winter Coat
LODs coming up next for this + any skinning adjustments.
Added "Scatter Strength" param to water overlay for higher control over underwater fog
v_crowbar: basic animated VMDL setup