242,907 Commits over 3,867 Days - 2.62cph!
Setup the low poly WIP radio model as the interaction point for the car radio
Video https://files.facepunch.com/jacob/1b0711b1/Unity_MXhRxokGha.mp4 (ignore the steering wheel)
Update Box3D for soft contacts, helps with stability for heavy things on top of light things and helps with kinematics pushing dynamics through geometry https://files.facepunch.com/layla/1b0711b1/sbox_L4gxsLMRAe.mp4
Added grouped component object to look for all components that are integral for x function to work
This means we can check if all components that are necessary for roads are available, meaning we can delete/add the required ones at will
More code cleanu
Ability to toggle road generation
Removed ArabicSupport tool editor stuff
added lowpoly stereo to dashboard_A
Start setting up wolf senses
Ring road enabling/disabling + min world size customisation
Helper to add delay condition, display tweaks
Cast benchmark (#119)
Fixed capsule ray cast bug.
Added ray and shape cast benchmark versus height field.
Delete triangle cache when updating mesh shape.
obj loader (#120)
Using tinyobjloader/tinyobjloader to load obj files.
Removed assimp, stb, and model stuff.
New mass ratio tests (#121)
- Added two new tests for large mass ratios
Contact Solver: Soft contacts (#122)
- Added soft contacts for high mass ratios (currently larger 1 : 10)
- This is highly experimental and might be discarded
Merge remote-tracking branch 'upstream/main'
Bugfix: KeyBindUI once more avoids modifying original prefab name
This got broken in 2018.3, about a year after our code submit. Also sneaking in depr fixing in UI/Main Menu
- Replaced obsolete PrefabUtils API calls in KeyBindUI
- WWW -> UnityWebRequest
10 errors to go
Tests: Checked main menu news still download and dispaly. checked KeyBinds prefab doesn't get polluted with bind names and options prefabs get renamed properly
merge from hackweek_arabic (not finished yet, but merged early to avoid future merge conflict issues)
Capture point will animate when contested / capturing, and show team occupant count under the marker
Set time by clicking timeline
Component properties work again
Fix asset inspector not saving with CTRL+S
Beginnings of the menu redesign, horizontal navigation
Edit transition conditions and actions
https://files.facepunch.com/ziks/2024-08-07/sbox-dev_GQ1ItmYoBY.mp4
Small panel indicator lights with configurable colors
Save current scene before gen takes place
Add vehicle spawner which respawns a vehicle immediately when it gets destroyed
Make these two windmills static otherwise they fall through the map
Added aileron controls
- arbitrary control surfaces meant this just needed to add a surface on the edge of wing with opposite rotation axes
Add another lane to the airfield
Apply surface friction to wheels
Dirt road surface, more friction than grass etc
Add a second jeep on the other side of the map for testing
Network jeep
Ownership only necessary for driver
Work on custom capture point marker, fixed team not being set
Add rigidbody mass center override https://files.facepunch.com/layla/1b0711b1/sbox-dev_WWBxzsSEHp.mp4
explicit surface lift calculations replaced with processing a set of serialized surface types
Add reset capture points rule
Support angles for minimap volumes
Clean: Fixing depr warnings in Scripts/ConsoleCommands
`objects` and `textures` vars can return 2GB+ memory size values per object now.
- Application -> SceneManager
- refreshRate -> Round(refrestRateRatio.value)
14 to go
Tests: none, trivial changes
Deployable spot light, orientable using a hammer (like CCTV cameras)
Clean: Fixing depr warnings in Scripts/ViewModel
- More ParticleSystem module usage
- Also removed obvious comments
19 to go - there's basically no more large groupings, so the CLs will continue to be small
Tests: none, trivial changes
Tighten steering and suspension up slightly again, I went overboard
Make VehicleInputState a reference type
If the vehicle has no driver then reset input state
Transition painting tweaks
Ctrl+S saves open state machine scene
State machine editor display tweaks
Simplify transitions, add UI to create states / transitions
https://files.facepunch.com/ziks/2024-08-07/sbox-dev_NzixLWMmlR.mp4
Clean: Fixing depr warnings in Scripts/Client
- More ParticleSystem module usage
- Application -> SceneManager
23 to go
Tests: None, trivial changes
Rotate wheels individually
Clean: Fixing depr warnings in Scripts/Procedural
- Removal of dead Render.mateiralType
- Renderer.castShadows -> shadowCastingMode
- WWW -> UnityWebRequest
- Explicitly use default QueryParameters for a RaycastCommand
26 to go
Tests: None, trivial changes