243,017 Commits over 3,898 Days - 2.60cph!
Update: Adding Team related tests to CompanionServerTests
This adds 4 new tests. Expanded RelationshipManager access for testing, also allowing skipping of sending updates on team changes (as it makes tracking responses harder). Lastly, removed an extra update send for player joining a team as it was already sent in MarkDirty.
Tests: ran new unit tests repeatedly, they pass
Set ObjectEditorTool alias back to "object". Resolves Facepunch/sbox-issues#6040
Init API earlier
Init API in unit tests
Fix m700 viewmodel rendering its shadow
Filter out bad quality packages
ranged sight initial push, cleanup of unused textures on holo sight
Move static Shortcuts that were on static class to the scene viewport (so you need to have it in focus)
Fixed error if you die while defusing the bomb
Make F5 and F6 editor binds window-exclusive instead of application-wide
Force F1-F12 shortcuts to invoke properly when focused on Game tab.
Moss blending on jungle walls
Updated Topology Not settings for hill cliffs
Bugfix: RelationshipManager.PlayerTeam implements IPooled
My new batch of tests revealed that PlayerTeam wasn't properly cleaned up when returned to the pool, causing test failures on repeated runs(teams still had members in them after disbanding).
Tests: ran new tests (submitted in next CL), they pass
Fix navmesh not generating properly with mesh colliders
player update. edited crossbow deploy anim to match the viewmodel
Squash game-exporting branch
Bring everything up to date
Exit whole app in standalone mode
Export option in Project menu
CMaterialSystem2AppSystemDict uses struct for initialisation instead of parameters
Custom steam app ID for standalone games
Put steam appid field here for now - we might wanna rethink this later though
would help if I labelled this correctly
Init steamclient in standalone
Explicit copy sounds
Reject API access in Standalone (we should probably dependency inject this stuff, it'd be cleaner)
Slightly better time estimate
Generate .ico from thumbnail, try changing it on the exe
Can't get this working no matter what, just corrupts the exe header, disable it
Use correct exit function
Get networking working, even if it's a bit hacky
Move API into backends for standalone/platform, stub out standalone backend
Standalone.Init()
Get rid of LoadStandaloneGameAsync, roll diff into LoadGamePackageAsync
Make a StandaloneGameInstance in standalone
Remove all these file hacks so I'm forced to do something to fix them
Fix file hacks
Add missing sbox-standalone exe back to sln
We only need to copy core/scripts/soundmixers.txt as far as I know
Move gamecontrollerdb.txt into core/cfg/
Get rid of `IsCitizenEnabled` hack
Don't override window title with gameinfo name, apply it nice and early when making app dict
Can't think of any other way to filter out citizen assets, cuts down build by 1.8gb(!) so we'll have to live with this for now
Copy all compiled assets from enabled addons again, because sometimes they'll be referenced at runtime even though they're not in a dependency tree
Rebase fixes
Standalone config / wizard changes:
- Can either export standalone or publish to sbox.game, but not both
- Add dialog warning about no whitelist, sbox.game access
- Export step is similar to sbox.game upload rather than being its own thing
- Tell people not to distribute their games or anything
- Remove AppID, Icon entries for now
Remove logs
Respect desired executable name
Delete IconChanger, it don't work
Revert formatting this entire file
Add missing ctor
Can export without having to disable whitelist
Don't need loads of warnings here, people can read
Unify terminology, icons
Allow disabling whitelist on projects - prevents uploading to sbox.game, will only let you export
Allow disabling whitelist on projects - prevents uploading to sbox.game, will only let you export
Use more appropriate collision masks for navmesh geo gathering
Fix warning
Add SteamServerTest unit test
Add HumanAltModel to Clothing
Add asset browser duplicate shorcut, hints to context menu
Better fail message when trying to place a high wall while moving
Cache mesh colliders, replace lists with fpnativelists to avoid an additional copy when marshalling
Couple error fixes
Stop publishing > 2GB of png files, only do it inside the UI folder
Added the name of the entity blocking a building block upgrade
Localized the other missing strings in the hammer pie menu
Allow same key shortcut bound to different widgets with different actions, invoke appropriate one
Bring back asset browser delete bind
Remove PlayerState.Local fallback from Pawn.PlayerState
Update: consolidating CompanionServerTests logic
Now that patterns are relatively clear we can simplify logic. This'll make adding the remaining 19 tests faster/easier.
Tests: ran new tests
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Fix api page getting too wide
Api search debounce
Style update
Post reports to slack
Multithread filtering triangles out of tile bounds, and transforming the triangles from mesh space to world space
tin can alarm gibs new setup with centred pivots and enabled precision, fixed it falling through floor
Add a bit of failure protection in CInputSystem::AddGameController - with intent to rewrite this
Server workspace name fix
Merge branch 'master' of JenkinsTools
Add LineRenderer.CastShadows
Fix local space particle lag, don't move particle on first frame
Reworked how we handle broken state, entity is now properly destroyed when a shield is broken rather than just becoming invisible
Added debug.breakshield convar
Should be fine, it shouldn't be using much memory and we need it for VertexDetail
Leaderboard backup, run #
12847
Add GameObjectSystem.StartUpdate
Add Plane.Position
Move the Physics DebugDraw to ScenePhysicsSystem
Add GameObjectSystem.Stage.SceneLoaded
Add Stage.StartFixedUpdate, Stage.FinishFixedUpdate
Drop the shield when a player dies if it's equipped (like the current held entity)
World model
Compile fixes
Revert this to be safe, I think it's using up a lot of memory
Adding render mesh to ray trace env adds the vertices so the mesh trace result can access them
Fixed some parts of ADS still working when a shield is equipped
Remove shield viewmodel component, set up placeholder animator states and surface logic there instead
Added some help text to the gesture picker
Include byte[] pooling stats for networking