244,459 Commits over 3,898 Days - 2.61cph!
Added rigged model (separate model for now)
shadowed window mesh for interior of barred window, positioned turrets correctly
Fix components incorrectly marked as "unsupported" for enabling/disabling
- renderers
- particle systems
- LODGroup
merge from analytics_dump_hierarchy_formatting -> main
merge from analytics_asset_warmup -> main
Add ability to see what is enabled vs disabled for `GameObject.Hierarchy.Components.txt` from `dump` command
- Components show a checkmark if enabled vs disabled, they show a `~` if the component doesn't support enabling
- GameObjects show a `+` if active & `-` if disabled
▇▉▍▍▆ ▄▋▍▌ ▌▇▊▋▊▍▌█▆▉▍█_▋▋▉
▌▆▆'▋ ▌▅▇█▋▉▉▌▄ ▅▆▆▄▊-▉▉▆█▊▅▍ █▄▄▉▉▋ ▉▆▌▌█▍▇ ▉▅▆▋ ▌▍▇ ▌▍ ▆▉▊▆▉ ▅▅▊▇▊▅ ▋▇ ▄▆▍▆ ▋▄▊ ▆▆▌▆ ▊▄█▆▉▊
Add asset warmup & world spawn timings to `dump` command
- output to csv so it can be opened in excel
- don't output if there are zero data points
- reset the world spawn timing every time a new map is loaded
- Asset.Warmup.csv
- World.Spawn.csv
split off indicator lights, set up emissive uv2, first pass on emissive textures for unique and transparent materials
Merge from fix_unity_hook -> main
Remove some unnecessary updates
Move LagSpikeProfiler.enabled into the record method
Show editor's email instead of the server name when in the editor (so it's easier to select a server in grafana)
Move uploader creation into it's own method EnssureUploadersCreated()
Ensure invokes are reset when we start recording so we don't get the cumulative stats since startup
Move Reset() methods outside of serialize methods
▉▇▆▊▇ █▌█▉ ▌▆▄▅▍▆▍▌█▆▊▍_▄▍▊
Improve readability of code
- move try catch & "enabled" check into each Serialize() method
- move some Serialize() methods into their profiler classes
- set default enabled state in each profiler so the convars reflect what is turned on
Messed up my last commit, re-applying 98711:
'pipette' command can now copy items skin
'selectitem' will also try to select item with the same skin in your inventory
Retouch material/model uncaching
Making sure it doesn't happen when mcore is turnedon/allowed
Resolved case sensitivity issues with lua_refresh_file
Change up GetPhysicsObjectNum warnings with more info
Animgraph: Add modelspace blending support to Add and Subtract nodes https://files.facepunch.com/layla/1b1011b1/sbox-dev_DkWD1KYUFD.mp4
FPXR update, new actions manifest path format, temporarily remove knuckles bindings
Start moving over to subactions for per-controller input context
'pipette' command can now copy items skin
'selectitem' will also try to select item with the same skin in your inventory
Added client flags for braking, pulling over and lights
map updates - mid rework
added extra deathmatch spawns
Expose overall stock
Swap vendor check to a distance check
Expose refill time
Set vendor up to just have 1 of each item
DigitalAction -> BooleanAction, strip down input stuff, remove unnecessary refresh rate calculations
Strip down input stuff, we can just do everything by path
New actions manifest format
Change the way we handle bindings and actions
Expose refill time
Increase brake power
Reduced check radius
player update. 3p updated chainsaw anims exported
- correct WaterFactor handling with eye height
- corrected deployable spawn orientation
- driving animation with throttle input
Switched method of equipping
Context menu UI to add / remove inputs / outputs
Fixes Facepunch/sbox-issues#5625
▄▌▍▍▇ ▆▍█▌ ▋▄▌▄▉ ▌▆▉▋ ▊▅▄▊▆_▍▌▌▉▆_▋▋▍▅▇▄
Fixed incorrect patron wait condition
Fixed a potential OOB error when clearing wires
Added CallsPerSecond attributes on SeismicSensor, Electrical Branch and WireTool RPCs
Codegen
fix for 3p captive struggle anim not working
Spawned vendor now points in the direction of initial travel
Client stop targets discarded