243,173 Commits over 3,898 Days - 2.60cph!
Adjust depth bias for gizmos and debug lines, we have way more granular precision than I thought
Add Storage Usage Widget to Publisher Wizard. Useful for finding out what has the largest impact on file size.
https://files.facepunch.com/CarsonKompon/2024/July/22_15-25-WellgroomedKomododragon.mp4
Cubemapper Fixes (#1627)
Refactoring and fixes for Cubemapper, cleaned it up, makes it really WYSIWYG
Makes them work on Scene viewport
Updates any time they're dirty
Barriers should be set properly now
Parallax for ambient envmap lighting
Diffuse lighting from envmap should be working properly now
Cubemap feathering is tighter by default now, should fix some "leaks" now that skybox is also a global cubemap
Now deployable on the Default layer (fixes a lot of issues with monument colliders set on the Default layer)
Disabled collision with player vehicles and AI vehicles
Tweaked the deploy volumes again
Added a way to override the placement layer mask of a deployable prefab
Detangle all this from Cubemapper, make it able to render inline rather than on a render block
Redo update strategies from envmapprobe, much simpler, works everywhere now
Change dynamic envmapprobe to use 7 mips which is the calibrated value for Cubemapper, change default feathering value to a tighter .25f
Use parallax for ambient envmap lighting https://files.facepunch.com/sam/1b1511b1/sbox-dev_a6lt3mNtWW.mp4
Doing cubemap rendering with it's own rendering view is causing all sorts of issues, make it run on the same rendering view context as everything else again
Adjustments for cubemapper and set barrier before setting renderstate
Make sky always sample from mip 0, ensures that it's always sharp even in low res viewports (eg cubemap fetching
Hill cliffs erosion progress
Use two passes for ggx cubemap filtering just like in cubemapper
Use bilinear filtering for SampleEnvironmentMapLevel, worth the tradeoff since we're much faster now
Up sky.shader version
change sun angle so no wall shadows on sprites
Combed Network Mode, Network Interpolation, and Advanced Network Settings into one condensed menu
https://files.facepunch.com/CarsonKompon/2024/July/22_12-45-ClearcutGlobefish.mp4
Added [Icon] attributes to NetworkOrphaned and OwnerTransfer enums
Move Interpolation Icon to be the same as the other options. Remove unnecessary code and comments.
Give Network Options button ToolTip
Change Network Orphaned -> "Orphaned Mode" and Network Interpolation -> "Interpolation"
Disable extra network settings when Network Mode is not set to Network Object. Radio Options no longer interactive when disabled
Grey out interpolation icon when disabled
Merge pull request #1631 from Facepunch/new-inspector-network-menu
Updated Network Settings Menu in GameObject Inspector
Grey out interpolation icon when disabled
Fix compiling invalid async graphs
Fix TryGetActionGraphImplementation
Disable extra network settings when Network Mode is not set to Network Object. Radio Options no longer interactive when disabled
Re-implement delegates with out parameters
Fixed a whole bunch of potential crashes with NPCs in multiplayer when there are no players
3rd argument to NetworkIDValidated - ownerID64
Change Network Orphaned -> "Orphaned Mode" and Network Interpolation -> "Interpolation"
Add proxy tag fsm transitions, fix movement from previous states perduring in new states, proxy hurt state
Combed Network Mode, Network Interpolation, and Advanced Network Settings into one condensed menu
https://files.facepunch.com/CarsonKompon/2024/July/22_12-45-ClearcutGlobefish.mp4
Added [Icon] attributes to NetworkOrphaned and OwnerTransfer enums
Move Interpolation Icon to be the same as the other options. Remove unnecessary code and comments.
Give Network Options button ToolTip
Triggered by opening doors
Updated protection values so it can take damage from fire
various material adjustments + .meta files
added tint to some tileable/trimsheet materials that didn't previously
added floor_asphalt_b + damaged blend material
https://files.facepunch.com/jason/1b2211b1/VyndgYRS1E.png
Let's remove these exceptions - let us try to call RPCs on components that don't have a networked object root, as long as a GO and Component exists on the other end with those ids, we should allow it
added corrugated_wall_b + rust blend
https://files.facepunch.com/jason/1b2211b1/firefox_HMNsTm1PXF.png
Use cloud version of the M700 now
Maps can override the player's camera, this sucks but it works for now
Initial commit
Call flush here
Don't set to connected until Activate
Undo that
Flush for source here too
Only queue messages after Snapshot (otherwise ignore) and send when Connected. Add new docs to broadcast
By default queuedUntilState is null
Remove debug logs
Use new ByteStream( data ) instead of create w/ length then write
Optimization to remove queues when no longer required (cheers Ziks)
Optimization to remove queues when no longer required (cheers Ziks)
Use new ByteStream( data ) instead of create w/ length then write
Decay durations, starts losing health after 30 minutes, fully decayed in 4 hours (subject to change)
Not deployable on tugboats
Not deployable underwater
Tweaked the construction checks: fixes a few deployment inconsistencies with foundations
Updated & enabled the navs and beacon that were already present on it but hidden. Just to test.
Oopsies let's actually not allow old cookies to replace newer ones
Fix offset parameter in ByteStream.Write (#1626)
Optimized textures.
Removed old FP logo.
Optimized lights.
Fixed spotlight glare issue.
Speed up third person reloads
M700 sniper rifle
Model only
https://sbox.game/facepunch/v_m700
Tooltips for mysterious component inspector buttons
Fixed bayonet viewmodel rendering a shadow
Added headers to deathcam
This should fix all the player's weapons showing at the same time
Use Nullable underlying type when attempting conversion, fixes Facepunch/sbox-issues#5879
Fixed tin can alarm deployable on itself
Show Prefab Variable button before Nullable button in ControlSheet
exported wolf run hit animation test
Fix weapon traces (oops)
Simplify PlayerBody renderer code
Show players without pawns as dead in UI