254,392 Commits over 3,990 Days - 2.66cph!
Expose AccessorNodeDefinition
various hacksaw blade lengths, basic hacksaw script, hacksaw prefabs
Merge from fix_computer_station_enter -> main
Stop Travelling Vendor from spawning on top of stuff inside the Radtown:
- Simplified Travelling Vendor spawning
- Profiling for spawn attempts
- Topology alongside better physics checks
- Refactor
Fix having to click on the input field after each camera you enter in computer station
Added rock_formation_huge_e
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Radtown puts down monument topology
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Update: Whole tree streaming logic is time budgetted
- Right now has a budget of 1ms, controlled by UpdateBudgetMS convar
- Streaming preference is given to players who have more cells left to stream
This change protects us from having too many players in the streaming queue eating up all the frame budget.
Tests: On craggy confirmed that streaming still completes
Update Facepunch.ActionGraphs
Editor will restore all opened scenes/prefabs from previous session, not just the last one.
Changes to rope segments of catapult. Added transmission to parts that needed it.
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gmad.exe - do not pause when launched through existing cmd.exe (Partially Community Contrib)
Make "force open main menu" warning an informational one (Community Contrib)
Also make it use a localization string
RPG entering water does not slow down
Also if the RPG missile somehow reaches speed close to 0, explode (before required exactly zero)
Added failing IsAssignableToExtended test
Fix IsAssignableToExtended edge case with generic interfaces
Revert "Add [Target] attrib to ForEach enumerable"
This reverts commit 387e1b482f8525e728fba73be973345cf312ebbe.
Early tests at getting siege weapons hitchable by horses and cars
Tweaked catapult colliders, added repel and hurt triggers
Update: consolidate tree manager cell streaming
- Hidden behind the Network level 2 logging
Right now we don't fit the 10micros budget(~60micros), so we end up sending 1 cell per player - going to add a frame budget with player sorting to avoid hogging the server
Tests: On 4.5k procgen map tracked first and second player connecting, was able to observe cost of jit
Add [Target] attrib to ForEach enumerable
Failing test for DefaultConstructorConstraint
Fix testing DefaultConstructorConstraint
fix some missing materials on hacksaw dev model
tabs, columns, container, section
Don't wipe facets if there aren't any to replace them with, or if we don't find any packages at all
Show asset type color in tag picker
- Further cloud experimenting/prototyping
- Set up proper render order for output texture (mesh in front of sky dome/sun/moon/stars)
- Set up shader to render clouds into reflection probe
- Better partial update pattern
Drag-drop
Open folder context menu in blank space
Make esc block blue + informational instead of a yellow error (#2131)
Mark some system methods as pure
Do not pause if launched through existing cmd.exe
See comment
@ gmad/commit/fe2c1d9e0eb2a8383b15aeb2c94bd5558356be96
Minor bounce shift to fix stray spec.
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Added Player Light
InputSettings -> Input.config
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Gave the regular flashlight VM the full volumetric treatment because it worked well on the attachment.
Clean: Removing a couple TODOs
- Not doing vehicle specific streaming logic as 4.5k world grid gets streamed in less than a second
- removing old TODO since my change implements it
Tests: none, trivial change
Renames, deletes, duplicates handled by IAssetListEntry
CloudBrowser cleanup
Ended up not using any of this, get rid
PackagePopup: show tags, word wrap
NRE fix
Fix warnings
Added setlocalplayervisible client admin command
Update: Budget every tree-cell send
On Procgen 4.5k map from a save sending one cell can take 0.25ms - this change should smooth out the cost further.
Tests: Booted on craggy, confirmed that player recieved all cells.
Player:StripWeapons drops weapons before removing them
This mimics behavior of Player:StripWeapon()
Added massCenterOveride for certain physics init functions
PhysicsInit
PhysicsInitMultiConvex
PhysicsInitConvex
PhysicsFromMesh
PhysicsInitBox
PhysModelCreateBox doesnt reset solid parameters
Groundwork for PE changes
Particle browser with previews for Particle Editor
https://files.facepunch.com/rubat/2024/September16-554-RoughAsiansmallclawedotter.png
Case sensitive include (Linux compile fix)
Added hide_server cvar, sv_lan 1 will hide the server too
Load particle editor first in -tools mode
Fixed non left clicks in particle previews breaking the controls
Prevent errors about missing materials in particle editor
Improved particle properties panel
https://files.facepunch.com/rubat/2024/September17-559-BestAnt.png
Improve tools scrollbar styling
Fixed a typo in the name of NPC:SetIdealSequence
Fixed ENT:GetPreferredCarryAngles for `ai` ents not being called
Added "use local space" to "Position Within Box Random" particle init
Replace missing .png/.jpg image data with white color
This would happen when a Material()'d .png file goes missing. It used to be undefined behavior.