243,381 Commits over 3,898 Days - 2.60cph!
latest wolf run attack animation exported
Added Food Cache Folders, Textures and FBX
Added Boomerang blockout.
Initial commit
Minor tweaks
Wheel radius
Clean up
Fix bug preventing foliage rustle sounds to only be heard on the local client. If someone moves in a bush nearby you will now hear it again.
named cameras individually
only applying constraints solve at the end of an iteration, avoids constraints feeding into eachother mid-iteration
configured ghostsheet with default length constraints
added default length constraint to be used by all bones without their own (before this allowed for full compression, which almost always gives bad results)
Add Rename to scene hierarchy context menu, tidy the menu a bit
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Add damage tracker to certain modes
Crosshair error check
Add warning if we can't find spottable
More tracked error fixes
Coastal rocks normal map fixes
Small improvements
Min. radius set on selecting samples. Improved angular distribution (starting angle now function of screen space position so not constant across screen pixels ). Couple of math ops optimised away.
Coastal rocks / prefabs / LODs and colliders
Shift + click to recursively expand treeview nodes, resolves Facepunch/sbox-issues#5642
Terrain: add flatten sculpt tool (https://files.facepunch.com/tony/1b1111b1/sbox-dev_bCkllHylC8.mp4)
Updated Frontier Hatchet World Model to have correct LODS and to Include fur strip
Update how superluminal instrumentation works, avoid allocations, wrong names
Don't render widgets that we can't see (!)
Added back door anim event sound component on residential door
changed door knock sound from metal to wood on residential door
fixed missing box colliders on ground floor chimneys in masterhouse
fixed electric fan b using fan a collider..
Fixed incorrect import options on colliders for radiators, vintage furniture, pushcarts, bathtub, large rubbish skip, radiactive vats, checkpoint hut, small rubbish skip, binbags, radhouse large
Fixed some material regressions on the siren lights.
Siren lights use new fresnel emission
correct surface type on stairs from walkways set
Remove BytePack.ISerializer from Connection for now - need to solve something first
Add proxy wolf2 to manifest
Early wolf root motion tests
Changed the technique for collider to Prevent Movement instead of transparent
Changed to mesh lod
Live-update ShootWeaponDebugWidget
https://files.facepunch.com/ziks/2024-07-11/sbox-dev_5F50Yk2j93.mp4
Basic damage value readout in EquipmentResourceEditor
https://files.facepunch.com/ziks/2024-07-11/sbox-dev_ZNPL4KrPHP.png
added missing ceiling box collider in recycler room of storage building large
Removed simplelight from gate prefab.
fixed AC unit missing collision on roof, was mesh - not prefab
moved mesh colliders from LOD0 to parent on radhouse_large
Add some more [EquipmentResourceProperty]
Initial commit for Network Priority for Network Objects. The idea is that you can mark a networked object as Low, Medium or High (default) network priority, this will dictate how frequency updates are sent out about that object.
Compute shaders for Auto Exposure - not yet used
For generating the histogram for auto-exposure as used by tonemapping. These 2 shaders will geenerate the histogram and weighted average. They are not yet used. Currently Valve use occlusion queries and generate it as part of tonemapping.cpp. These shaders may prove better than that system.
Free cam
Update spritetool
Models and materials updates
Level 1 progress
Moved hobo to lighting prefab, because it has bespoke optimized lighting for that area.