249,472 Commits over 3,959 Days - 2.63cph!
Fixed exception when moving the current held entity item to another hotbar slot while it was equipped with a shield
Fixed battering ram firing replication
- Add purchased items to purchase history
- Changes to protobufs
- Some initial protobufs
- RPC setup
merge from ocean-edges-issue
Sandbox Tool assets csontraints
UV'd meshes and initial setup of blockout/lps of the different constraints assets Howie concepted
drawbridge lods and ladders
mitigate water Z-fighting with terrain at shore
Final final final water tweaks (final)
Fixed item radioactivity NRE when loading a save with item that doesn't exist (happen a lot when switching in between aux2 and main using the same save)
Progress on moving over hackweek car radio code to its own class ModularCarRadio as a child entity of BaseVehicleModule and no longer in VehicleModuleSeating.
Commented out old code and got client UI interactions working again. Still needs sound setup
Basic post-processing when underwater
https://files.facepunch.com/ziks/2024-11-22/sbox-dev_dr3yvVxH2r.mp4
Can't operate waterlogged ballista and catapult
Update default JSON ignore condition to use JsonIgnoreCondition.Never
Resolves Facepunch/sbox-issues#6995,
Resolves Facepunch/sbox-issues#6953,
Resolves Facepunch/sbox-issues#6349
catapult - spring position fix
catapult - updated reload anim with chain bug fix
Revert marking the entire navmesh as unwarkable
Fixed particle-related crashes
Do not store disabled workshop addon IDs as strings
Should save some memory.
Fix BRANCH being set to `prerelease` on NONE beta clients
Do not store disabled workshop addon IDs as strings
Should save some memory.
Fix BRANCH being set to `prerelease` on NONE beta clients
Add Graphics.DrawModelInstanced with count for procedural instancing, document other instanced methods
Add DrawModelInstanced methods to CommandList
Add CommandList.Set for ComputeBuffer<T>
Fix reflection camera priority
Water tweaking
Can't pull and reload a catapult at the same time
Restore colliders on rigidbody disable if the collider is still active
Don't let collider dictate body type when there's a rigidbody, colliders could have a mix of statics so rigidbody should be the authority on this
Fixed catapult push interaction showing when looking at ammo, reload and fire points
Make bradley, heli and shark respect the "ai.addIgnorePlayer" and "ai.ignorePlayers" admin command
Tweaked battering ram water logged point
Fixed "occupied" being shown when not looking at the occupied mount point
viewmodel wooden shield viewable arm test anims
Fixed siege weapon release interaction showing "Release the boat"
- Added big ass vehicle world colliders for better vehicle -> vehicle siege tower collision
- Siegetower was using drawbridge 1 as its network model?
Battering ram constructable switched to additive mode
Added stage 4
Added repel and hurt trigger inside the tower in case you manage to glitch in
Fixed battering ram front wheels disappearing
Fixed the effects rotating with the wheels
Fixed doubled up siege tower doors
Re-enabled sync position on battering ram door
Tweak battering ram prevent building volume
Siege tower:
- no longer spams sound errors
- tried to fix duplicate doors
Update summary to be more clear on what this interface is for
Re-enabled front door colliders on siege tower
Prevented work cart box model from going invisible due to the LOD
Moved box into the other corner (looks better on the above ground carts)
Use oblique near clip plane trick for water reflections
Fix NRE in NavMesh Dispose