242,897 Commits over 3,867 Days - 2.62cph!
Swap out SpriteTools to Tileset Editor version
Update Room Prefabs/Resources to use a Tileset.
https://files.facepunch.com/CarsonKompon/2024/August/08_20-21-FinishedSeabird.mp4
Set shadow prefab to Shadows Only
Remove old un-needed assets
Made door one-way so players can join you when you start a room
Various multiplayer-related fixes
Fix PlayerInfo NREs when the player connection no longer exists
Cap off any unclosed ends with proper directional tiles instead of weird box tiles
Handle DynamicAmbientOcclusionPP enabling/disabling for mark
Added an outline to the icons and text labels on the health/hunger/thirst vitals so they are more legible in snow or very bright environments
Didn't make a convar for this, it's not really noticeable in normal gameplay
https://files.facepunch.com/jarryd/1b0911b1/Unity_HjUXjtuqai.jpg
Added ability to change the colour of mushrooms
Coloured the snow particle accumulation layer as a temporary approach, would be best to adjust this at the texture level instead
Handle null and empty results in GetItemDefinitionsWithPrices
Added monument blacklist to world config as well as map tools
Set monument settings to the world setup defaults if they dont exist in the config
WaypointRace uses Vector3 instead of Transform
Wired up filters - monument filters defined in WorldConfig are now injected into internal map tools
Fixed conversation ending too early
The King gets in his car when the race starts. New NPCMounter entity.
Decor and monument components will now look at the world config to see if they are listed
If listed they will set their values to the overriden values set in the config
If disabled they will stop their spawn from happening
OnAnimationComplete is now run on the main thread so code isn't unknowingly run on other threads
Fix AspectRatio returning 1 (even when not 1) for single frame sprites
TileAtlas now properly adds bleeding tiles for tiles of sizes larger than 1,1
Set startup scene in project settings
Created TileAtlas class which will create a new texture from a Tileset that adds 1px of bleed around each tile so you don't see UV seems at medium-to-far zoom levels. Rewrote TilesetComponent to use TileAtlas w some other minor optimizations
https://files.facepunch.com/CarsonKompon/2024/August/08_17-04-SnivelingQuetzalcoatlus.mp4
Set Jigsaw piece ownership transfer mode to Takeover
World Config is now setup as a list of overrides to monuments, rather than a list of defaults
git blame ignore "Copy over changes for shader resources"
Expose: All monument configurations in WorldConfig (enable/disable, topology to spawn on, target count, min distance between monuments, min world size)
Load in config to tools first
Setup JsonConverter for spawn filter flags
ComputeBuffer methods use the current render context if applicable, otherwise stuff is in weird shit orders
Match upstream m_bIsReadOnlyDepthStencil
Don't bind ShadowDepthBuffer as an input whilst we're writing to it as a render target (drawing shadows)... 🤯
Added my own jeep self uprighting which prob sucks
Merge from main -> monument_scenes
restored broken codegen files
pedal hint rewording, unicyclecontroller tweaks
Expose: biome tier percentages and biome arid, temperate, tundra and arctic to editor tools
Coastal cliff material tweaks
removed old underwater plants textures
Don't show base Collider Properties in the Tileset Tool Inspector
TilesetComponent now has proper collisions. Also cleaned up the Rebuild function
https://files.facepunch.com/CarsonKompon/2024/August/08_13-55-GummyTopi.mp4
Add libevents
Use state machine for spike trap
Fixed IMaterial:SetVector4D not using float inputs
Fixed changelevel crash to do with ragdolls
Fixed erroring material in EP1 (Stalker teeth)
Update Kleiner and Alyx models
Fixes Kleiner's idle animation to be the unique Kleiner one
Prioritize EP2 animations over EP1 or default animations for Alyx (such gun holster animations)
Dog model with episodic animations
This makes Episode 1 intro map fully playable. Also fixes Strider vs Dog scene.
Moved stalker_animations.mdl to overrides folder
Merged Eli model with Episodic animations
Coastal cliffs lowpoly and colliders
Deleted unnecessary textures
Fix FindMode.InAncestors in prefab scenes ignoring root object
Add Make Initial State context menu option
footsteps, trying to figure out how to lerp pickups
Add a gradient along transitions, thanks @MaxLebled
https://files.facepunch.com/ziks/2024-08-08/sbox-dev_5S749JCmoS.png
Use prefab attribute to avoid duplicating the anim list for every wolf