243,047 Commits over 3,898 Days - 2.60cph!
Reorganize structure. Fix up. Recompile shader 1
Fix pointer events - disable guassian blur shader for heatmap for now its broken
Fixed scrolling
Fix divide by zero error when dragging sprite with single frame in first animation
Support TileSize of non-square size. Draw grid accordingly.
Push the example assets for now since old ones are ancient
Add Gizmo.Draw.Grid(GridAxis, Vector2) to draw a grid of non-square size
Make LobbyCards look different from PackageCards so it's a bit more obvious that they are lobbies and not the games themselves.
v_spaghellim4: new animations & base animgraph
Fix divide by zero error when dragging sprite with single frame in first animation
Revert "send timesince relative as score"
This reverts commit de75c3de691e3d2dabcd512a01e35b3ded3b0206.
Create a CallbackBatch around Udpate/FixedUpdate/Start, so inner calls don't create their own, and callbacks all get called at the end
Fix NRE in LibraryDetail
Fix NRE in EnumControlWidget
More missing dependancy diagnostics
Reset error report counters between games
Better fingerprinting
Error report unit test
Diagnose startup problems by testing individual assemblies before launching
Allow traces to ignore static/dynamic/keyframed bodies
Report native library not loading as a special exception
SystemInfo has StorageSizeAvailable, StorageSizeTotal
Rename ErrorReports to NativeErrorReporter to create a distinction
Load version info as soon as possible
Move error reporting out of Bootstrap
Catch startup errors
Remove max thread count from pooled dynamic vb/ib, fixing crash when used from too many threads (.net threads with unreliable ids)
Leaderboard backup, run #
12775
fix charger flipX, show timer when game over
send timesince relative as score
fix gameover timer
A range of shoal prefabs.
Critter displacer added to main camera.
Surface culling still buggy (WIP)
menu, TimeSinceRunStart, anim tweak
Fix NRE in VrHand.cs
Fix NRE in Terrain.UpdateMaterialsBuffer - @handsomematt might wanna check this
Ignore packaged message deserialize errors - assume they're happening while we're joining and don't have the types yet
Diagnose sockets[i] somehow being null
Fix NRE in Input.Process
Ignore NaN positions with a warning instead of an exception
Fix being able to double destroy components
Make CallbackBatch 'safer' by making it always require a scene
No longer take ownership of Manager GameObject
No longer take ownership of the GameObjects that shouldn't be owned by anyone
Mark a bunch of client-side prefabs as Never Network
Update Shadow Spawning and make them client-side. Reduces a ton of network load.
Remove .wav files from ResourceFiles
Move SpawnShadow from OnAwake to OnStart to ensure GameManager initializes
Stop looping through every player and doing sqrt calculations for each individual sfx
Don't network Current/Required Experience since it isn't shown to other players
Don't run certain Spitter code on non-host
EnemyBullets should only check collisions on host
Don't update Hud on Time.Now, make fade in client-side
Save game.scene after having it run the JsonUpgraders
Sync attacking animation
Broadcast Explosion animation for Exploder
Fix Fade-In. Do it entirely thru CSS so UI doesnt rebuild every frame while fading.
Update SpriteTools
Move Player Nametags code into its own razor panel so it can update with Time.Now without updating everything else
Hopefully fix most of the animation networking issues. Also fix sounds for other players not playing
fix exploder spawn anim not playing
Revert "Move SpawnShadow from OnAwake to OnStart to ensure GameManager initializes"
This reverts commit db7cdf26e0ad0bc78e0db7eb4522f354ba22d927.
fix sprite anims
Add twist/pull forces to particle effect
https://files.facepunch.com/garry/9f0a0575-f148-46d6-8f1f-75cdb8d1b8aa.mp4
We don't need two terrain scenes
Fix mesh trace fraction, causing incorrect best result when tracing render meshes and physics world at same time
Fix scene mesh block tool not working on terrain, just ignore box drag when bounding box gizmo is pressed
Update SpriteTools
Move Player Nametags code into its own razor panel so it can update with Time.Now without updating everything else
Hopefully fix most of the animation networking issues. Also fix sounds for other players not playing
Terrain_Normal: dY was inverted
Reenable terrain specular and recompile it with normal fixes
Terrain_Normal calculates world space normals properly now, remove sobel filter to just a simple bilinear
https://files.facepunch.com/sam/1b2711b1/qNolcysYRH.png
replace some emoji, more card materials
replace more emoji
more card mats, replace relic emojis
Add Cornel Box with Fog for testing dynamic indirect fog lighting
Enable indirect lighting from IBL in volumetric fog shader, can be toggled with volume_fog_ibl_indirect
https://files.facepunch.com/sam/1b2711b1/PIwbCCNGYB.png
Fix MapInstance NRE, add breadcrumbs
Fix NRE in Package.FindAsync
SceneObject: If the model is bad, just use an error model
Nicer exception when __sync_SetValue exceptions
Ship with pdb's to our managed dlls
Fix NRE in SoundEvent.GetNextSound
Retry download after a HttpRequestException
Diagnose NRE in ProcessIncomingMessages
Fix NRE in TickSceneStats
Fix NRE in ReceiveMessagesOnChannel
Check there's an active scene when calling ISerializer on GameObject/Component
SerializerPacker wraps reader/writer and prints errors
Handle inability to save cookies
Protect against host being null when downloading network files
Keep a count of the number of hosts a lobby has had
Mark lobby as toxic if became owner while joining
LargeNetworkFiles output num files
Tweak JoinBestLobby logic
Don't show toxic lobbies
Fix RunDownloadQueue using wrong connection
Don't disconnect from own server and mark it as toxic!
Disconnect from active lobby if it becomes toxic
Fix open_asset crashing in non-tools
Don't show lobby cards for games marked as hidden (unless you're in that org)
Only show lobbies of the same game build
Another out of memory fatal error
Fix error when map couldn't be downloaded
Less simultaneous downloads
Add some high level sentry breadcrumbs
Fix possible NRE in network connect
Add commented out DSN for testing sentry un-rate-limited
Fix NRE in Prop
Add breadcrumb for failed downloads, let us diagnose why it's happening
Don't let OnNetworkSpawn errors break everything
Tweak how httpimages are loaded to make errors more obvious
Wrap RPC resume so things don't fall to bits if it errors
Fix NRE in Rigidbody.OnDisabledInternal
Validate descriptor bindings of a shader (for real this time, not in a dead method) - prevent crashing by not loading these invalid shaders
Tag map for sentry too (if launched with a map)