243,428 Commits over 3,898 Days - 2.60cph!
Simplify system to always output both legacy prefab + new scene
- ensures it always updates the monument regardless of what system is running
Add option for discarding scene changes and load its saved state, resolves Facepunch/sbox-issues#5085
https://files.facepunch.com/devultj/1b0911b1/sbox-dev_VFwF4r2Fku.mp4
Fix damage reduction from armor / helmet
terrain.benchmark scene wip
Add Vector3.Direction, closes Facepunch/sbox-issues#5026
Simplify respawning RPCs
Looked like OnClientRespawn could get called on the wrong clients?
Mesh implements IValid (already has IsValid property), closes Facepunch/sbox-issues#4170
Removed missing material inspector from BRZone shader
Can [Property] GameResource properties to have them serialize, resolves Facepunch/sbox-issues#2925 (worth noting you could use [JsonInclude] for this already)
Replaced add with alpha/lerp blend on BRzone shader (for eval)
Updated Legacy Wood Log PIle Colliders to a more efficient mesh
WIP - Added upscale blend ( before I forget! )
Add fullscreen on play editor preference, closes #1476
https://files.facepunch.com/devultj/1b0911b1/sbox-dev_xrv7uAqbh4.mp4
Merge from main -> monument_scenes
Merge from audio_import_music_clips -> aux1
Merge from main -> hot_reload_unity
Fixed errors in blend4way-specular shader
Use existing asset name as the baseline when using asset browser rename flyout
Merge from main -> audio_import_music_clips
Add rename shortcut to asset browser
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Changed new surrender gesture description to "Warning: Will allow other players to view (but not modify) your inventory" to reflect the new belt locking change
Should fix uploded videos having no audio
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Fixed typo in AdminReceivedUGC RPC preventing the UGC browser in the F1 admin panel from working
Players will no longer be dismounted from ziplines if they clip into trees (we have several systems in place to prevent trees from spawning in the path of ziplines but it still happens enough that this feels worthwhile)
Fixed incorrect material on Lod2 of part of the powerline platform ramps
Convert some parts of the powerline platform into MeshLOD
Added a procedural map config tool that uses a simple checkbox based UI to enable and disable various procedural map features, makes it easy to isolate gameplay elements for testing (see Tools/Procedural/Procedural Map Editor)
Added 4 more zipline dismount points to each powerline platform, 2 on the side and 2 further up the structure to allow for less climbing when chaining together multiple ziplines
Ziplines will now prioritise destination points that are further away and higher, maximising distance travelled and reducing time spent climbing ladders on towers
On a 4k proc gen map these changes increase the average zipline distance from 121m to 188m and increases the total server wide zipline length from 20km to 31km
Leaderboard backup, run #
12319
Further tweaks & fix candidate for underwater torch.
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Exposed a splash effect slot on the dropped world item that is played when a dropped item enters the water
Dropped items now increase their drag to 7 (was 0.1) when underwater so they don't fall at the same rate as through air
Added a slight physics impulse every 1-2s while a dropped item is sinking to simulate some underwater currents
Uses a budgeted server update (DroppedItem.underwater_drag_budget_ms) to check if items are underwater, defaults to 0.1ms
Hopefully fixed players getting kicked for packet flooding when looking at an IO entity while holding a wire tool and standing inside a prevent building volume
While standing in a prevent building volume the IO sockets of entities will no longer appear
Tagged both large prevent building volumes on the computer station with IgnoreWireCheck so that players can use wires while standing in front of it
Fix ping estimation tooltip not working on browser
Merge from gesture_cancel_fix
Possible fix for first person/third person gesture animation getting out of sync when the player starts a new gesture immediately after cancelling another gesture
Slight adjustment to motorbike rear wheel position - get the rear wheel to visually sit right on the ground
Fixed certain biome post sometimes overriding water post and darkening it too much.
Further tweaks to help the underwater torch work with the new attenuation.
Destroy hull after adding it to hull shape, shapes no longer own the hull
Deep copy rubikon hull to izabu hull
Should collide callback is backwards, woops
Fix StepUpdateManaged not accessing active bodies, woops
AddTriangleMaterialIndex and ClearTriangleMaterials do nothing until izabu base mesh shapes have a physical material list
Comment out all cast functions so we can compile
Don't include simd.h in VPHYSICS2_LIBRARY, conflicts with engine simd