238,093 Commits over 3,837 Days - 2.59cph!
Improve fidelity of wolf consecutive attacks when the player keeps walking backwards, or is standing still
WIP - began added Material for input to lighting
Ditto
Fix ModelRenderer material override not applying all their material flags, SetMaterialOverrideForMeshInstances is more reliable for material overrides. Hide material groups when using material override, they're not compatible
Add "new..." toolbar button
Remove "Add..." icon that was placed alongside assets
AssetEntry tweaks
Fix wonky drag snap when using mesh tools in a 2d view, Facepunch/sbox-issues#6108
Merge: from main
Tests: built all modes in editor
Update: RCon test page now accepts custom endpoint
Think at this point it's good enough, so I'll stop here
Tests: tested with connecting to local host
Make wolves react to lit torch swings and projectiles landing near them
Move small icon to bottom left
https://files.facepunch.com/alexguthrie/1b0411b1/sbox-dev_ErwJGSWqRl.png
Fix token
Avoid chunked encoding, serialize, deserialize ouselves
Update: RCon test page now follows log coloring output
- Parses color tags that we receive in the stream
- Recolored background to follow unity's style (since we sometimes send white colored logs)
Tests: connected to session with high debug level with colored output
PathWidget fixes
Fuck calling GetFileThumbnail(), create bespoke icons for unknown file types
I was hoping that the qt api stuff I was using here would show nice
previews, but it's just a really slow way to get the default Windows
thumbnail for a file, which kinda sucks
Takes loading a folder of 10,000 files from 20 seconds down to virtually
instant
Initial breadcrumb path widget (stole this idea from Sol)
https://files.facepunch.com/alexguthrie/1b0411b1/sbox-dev_kd5mxUPugL.png
Click path widget to edit
Update: RCon page displays Logs
- Logs the pages connection flow, rcon commands and the feed from the server
- Log scroll sticks to bottom
Tests: ran with local session
Split orbit null checks into two seperate checks to ensure target being null cant mess with the second check
Reduced the max amount of rockets fired by orbit strafe from 24 to 16
Patrol Helicopter will keep playing damaged fx alongside destroyed fx
Folder icons
https://files.facepunch.com/alexguthrie/1b0411b1/sbox-dev_ybsrWWIkvk.png
Asset types use game resource background color if available
Nav
Better lighting on material preview
Marginally better, just to differentiate from textures inside asset browser
https://files.facepunch.com/alexguthrie/1b0411b1/chrome_PKtw8FvsR0.png
Might revisit and make these animated or something later?
Test 'new entry' button, asset entries handle overlay & icon rendering themselves
New theming test for asset list
https://files.facepunch.com/alexguthrie/1b0411b1/NVIDIA_Overlay_BMbGEdG72f.png
Make missing .svg message a bit more user friendly
Follow orientation attempt 2
Catch SvgPanel NRE, Facepunch/sbox-issues#6360
Reduced wallpaper crafting cost to 10 cloth from 20, amount per craft 1 -> 2
WIP - Tidied vertex input and pixel input
ditto
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player update. exported unarmed diagonal walk anims and set them on playeranimation controller
Test fix for "Unknown Player" has left the game
Move upload apis
Moved leaderboards
Update Find api
More activity/event api calls
Move manifest api
Move bookmark api
Clean up, remove old backend stuff, remove old api
Put this warning behind a network debug check
Added textures for stone piles. Added stone pile variants.
Testing disable Nagle's algorithm on snapshots - it may caused delayed snapshots
Some final refactoring of DeltaSnapshot/DeltaSnapshotContainer
Update: Add entity counter to Save Viewer
This should be enough for now, I'll add more functionality as needed.
Tests: loaded a large save, validated counter updates with filtering applied
Fixed interaction UI icon alignment being shit
NPC weapon attack speed reduced
Shrunk swamps a/b/c terrain usage to allow for a larger buffer for terrain blend map
Reprocessed terrain blend maps for those
AttackingState: fixed AI agents getting stuck in place, trying to move all the time
Wolves can wait longer in a spot while roaming, reducing the number of path queries made by roaming wolves
Scale agent bloodamount so they're not one huge blood cell on death
Frontier hazmat LOD2 excludes burst cloth bones
Increased tunic controller LOD distance
Version PackageFind
Find2
Update: SaveViewer triggers loading on changed event
- Also disabe the export buttons if no valid save is loaded
Allowed to get rid of an extra variable and a first-run exception
Tests: loaded large save game multiple times, all func still worked
Merge from ai_wolf_iteration