243,701 Commits over 3,898 Days - 2.60cph!
Fixed all cases of incorrectly scaled jerrycans
Affected prefabs: rowboat, fishing rod viewmodel, crude oil worldmodel, end tutorial cinematic, pumpkin basket entity, easter basket entity, water jug world model+entity, rhib fuel storage entity, cargo ship
Affected monuments that have been S2P: small oil, stables_a/b, water well a/b/c/e, wooden cabin b, bandit town
Remove unused EngineAudioSet params
Fixed incorrect layer on burned head model causing it to not render
S2P arctic research base
Two-wheel bike is a bit faster. Also greatly reduced the pedal bike volume for now until we get final sounds.
Merge from water-fog-scatter-strength2
Underwater visibility improvements.
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Component editor
Added type definition records
Property, Method emitting
Emit events
Generate AssemblyDefinitions
WIP
Refactoring. Separated sidecar code into a subclass.
Added SoundscapeDropObject. Allows you to drag-and-drop soundscapes directly into your scene
Dragging a png,jpg,ect directly into the Scene will now automatically create a vtex and reference that.
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Merge from fix_building_preview_logging -> main
Remove spammy logging when loading monuments with no building blocked volumes
merge from fix_barricades_car_placement -> main
Added TextureDropObject. Allows you to drag-and-drop vtex, png, jpg, ect directly into the Scene (regardless of dimensions).
https://files.facepunch.com/CarsonKompon/2024/June/25_15-43-EnergeticBeaver.mp4
Resolves Facepunch/sbox-issues#4470
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Added SoundDropObject. Allows you to drag-and-drop sounds from your project or asset.party into the scene.
More sensible accessors for local/viewer PlayerStates
Rename CurrentPlayerPawn->PlayerPawn, use rather than casting Pawn in a bunch of places (so we actually get what we're expecting)
Network client respawn event properly
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This should avoid upscaling, and avoid changing aspect ratio
Added DropObjectAttribute. CreateDropFor no longer has hard-coded list. Resolves Facepunch/sbox-issues#5445
Merge from /main/visualshader
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Don't use UltraFast that's a disaster
world handcuffs rig update, added scaleUp layer to animator
Changed templates to a non-shader extension to prevent template menu script from refreshing
Bump severity of mat_hdr_level problem (HDR being disabled)
debug_dump: Separate Lua and non-Lua cvars
Block voice_overdrivefadetime
Add light pos to some vrad warnings
* light has _fifty_percent_distance of X but _zero_percent_distance of Y
* can't solve quadratic for light X Y
Fixed crashes relating to Entity.FollowBone
Entity.FollowBone, SetAttachment and SetParent will throw errors when given absolutely invalid attachment/bone IDs (i.e. less than 0, or above 255)
Add more info to "gamemode is not a table" error
Rework how movement is disabled when player is dead with movetype_walk
Use GameUtils.LocalPlayerState where we can
Spectating works again
Fix player nameplate conditions
Update Facepunch.XR to 92bea5f
Provide poses for Facepunch.XR submit, prevents jittery and spongey tracking
Applications must provide poses manually when submitting (to ensure accurate reprojection)
Checkbox when creating new project allowing you to set project location as default. Resolves Facepunch/sbox-issues#5628
Remap worldpanel depth correctly, fixes depth issues
Treat worldpanels as layers
Render VR menu at 4k, scale down to fit
Basic VR world input component, menu works properly
https://files.facepunch.com/alexguthrie/1b2511b1/Desktop%202024.06.25%20-%2015.51.37.05.mp4
Added failing ByteStream stress test
Rewrite ByteStream to use Span / ReadOnlySpan where possible
Network body type as well
viewmodel handcuff admire anim edited
CustomEditorAttribute now orders by number of parent classes so most relevant editor is always found. Resolves Facepunch/sbox-issues#5647
Merge branch 'master' into net-model-phys
Reapply changes from old branch
Merge from fix_barricades_rocks_monuments -> main
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