243,492 Commits over 3,898 Days - 2.60cph!
Setup for all weapon rack types.
Pegs.
Bloom2 WIP
Work in progress C# component Bloom.
Process particles in a GameSystem, all at the same time, to benefit from multithreading
DynamicSceneObject can take vertex span instead of one at a time
Fix NRE in Collider.RebuildImmediately
Fix SoundEvent.GetNextSound random not using the full range of sounds
GameObjectSystem metrics
Look for eligible types in ResourceControlWidget, so it works with inherited types (resolves Facepunch/sbox-issues#5609)
https://files.facepunch.com/tony/1b0211b1/sbox-dev_YJS6hP69DC.png
Start pending components before physics step - fixes physics step running before joints are created
ByteStream Rewrite (#1610)
* Added failing ByteStream stress test
* Rewrite ByteStream to use Span / ReadOnlySpan where possible
Add basic support for using right CTRL/SHIFT keys for input actions, I didn't include RALT because my keyboard doesn't seem to work with it (resolves Facepunch/sbox-issues#5506)
Update Facepunch.ActionGraphs
* Optimization when cloning
* Nicer error messages with invalid pure methods (Facepunch/sbox-issues#5743)
Fixed Facepunch/sbox-issues#5752
Fix OnComponentUpdate / OnComponentFixedUpdate not running
Allow model inspector to preview animations https://files.facepunch.com/layla/1b0211b1/sbox-dev_fdrQka7PNG.mp4
Dictionary control widgets can't be edited when readonly
Hotload: Skip some System.Text.Json types
Fix some files (.razor) not opening in code editor from compile status window
Simplify scene ref gizmos, fix leak when closing scene
Terrain can import splatmap from png, tga, jpg, psd
Remove SceneFile.LastSaved, use existing hash check to check for external changes for scenes, much cleaner
Add algorithmVersion to vtex crc if GGXCubeMapBlur
Increment sky shader version, forces material rebuild, which forces a texture rebuild
Restore Toggle Gizmos shortcut (not sure if this was done on purpose)
Fix incorrect min max for int AnimParam
Add option names to enum AnimParam
Package.Type.Gamemode becomes Package.Type.Game
Can publish any asset, scene + prefab previewers
Published assets can optionally include source files
Fix Warnings
Fix GetParameterInt and GetParameterFloat not working for ANIMPARAM_ENUM
Preview animgraph parameters on model preview https://files.facepunch.com/layla/1b0311b1/sbox-dev_orVYPmENxI.mp4
Make sure any scene light properties ask native for their value so they can never go out of sync
Add binds we'll need for sceneobject serialization
Bind light desc so we can create a light directly from desc
Merge branch 'master' into reverse-z
Revert changes to sky.shader now that g_flFarPlane has the correct value in reverse-z
Generator mesh normal fix
Add Page.SubFooter, clean up some footers on pages
Fixed origin/attachment materials
Created sprite_sheet_grid which draws over the spritesheet import preview
Import Settings Groups
Importer window shows importing image
Remove unused shaders and renamed main shader & material to "sprite_2d"
Spritesheet Importer Overlay Buttons
Fixed transparency issues with spritesheet importer
set dressing progress backup
manifest update (so residential door displays correctly
Show team displays regardless of player count
Pass wallbang as a damage flag, push it through to kill feed
https://files.facepunch.com/tony/1b0411b1/sbox-dev_224Vwb4IPj.png
Track air shots as well
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Fixed retro toolcupboard NRE introduced by
100365
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blunderbuss worldmodel - fixed issues with collider and outline not working
Fixed components like the bomb not being found for kill feed
Set rigidbody drag for the bikes using GetModifiedDrag, so the bike class and CarPhysics don't fight each other
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Add proper is-me class to victim entry in KillFeed
▅▉▆ ▌▇▆▇▉ ▇▍▇▌▋▍▄█▉▅ ▉▆▋█▊ ▉▌▌▋▄█, ▅▌▇▇▄▊ ▆▊▋▇▆▇▍
Apply instantforced rule to the one frame of initial client update
Make default crosshair size not crazy big
Add ScoreAttribute, instead of manually defining on scoreboard, you can define score properties on any component on a PlayerState, can define format, order, ShowIf, this'll be good when we add gamemode-created components to PlayerState
Add NonSerialized attribute to spawnPoints
Use an init method for ConvarControllerSpawnPointPopulation. In editor, the ScriptableObject is saving the state of any private vars we use
Add binds we'll need for sceneobject serialization
Bind light desc so we can create a light directly from desc
Just use identity rot instead of trying to face hit dir
Gave a few SpriteComponent properties "Visuals" Category. Removed FlashAmount in favour of FlashTint.
Fixed Opacity not working on Tint Property
Added SpriteFlags, starting with Horizontal Flip and Vertical Flip.
https://files.facepunch.com/CarsonKompon/2024/June/28_21-54-ShockingYearling.mp4
SpriteComponent doesn't draw backface by default. Added Draw Backface SpriteFlag.
https://files.facepunch.com/CarsonKompon/2024/June/28_22-54-InconsequentialBantamrooster.mp4
Fix NRE in UpdateMaterialOffset
Merge branch 'main' into spritesheet-importer
Create SceneWorld thru EditorUtility
Created SpritesheetPreview widget
Created SpriteRenderingWidget as a generic for SpriteEditor and SpritesheetImporter to both extend
Import settings control widgets
Added a haveGotSpawnpoints bool to ConvarControllerSpawnPointPopulation. Getting strange behaviour in editor where it thinks 'spawnPoints' is already not null at the start. Serialised?
Much better spread + smoke extinguishes fire
Imported Apartment Mailbox Textures, Model
Added and Setup Apartment Mailbox Prop Prefab
Setup Apartment Mailbox Material, Colliders and LODs
Force swap seat now works on locked modular cars
Make sure any scene light properties ask native for their value so they can never go out of sync
vm blunderbus
- now loads correct coloured shells
- turning off casting shadows on slug shell
- viewmodel renderer scripts set up
Also created icon & setup
New Crowdin translations by GitHub Action
Possible fix for the "workshop bug"
Prefer OrdinalIgnoreCase over InvariantCultureIgnoreCase
HUD style adjustments, fixed inconsistent scoring title size
Sneaking in a minor pedal trike steer angle edit
Fixed cyclist hands disconnecting from handlebars at full turn
Moved muzzle attachment back for USP-S
Weapon adjustments, dropped M4 has proper collider size
Don't allow dry fire while reloading
adjusted roadside electrical prefab lodding distance - resolves late poping during driving fast
converting rotation constraints to radians when processed