244,583 Commits over 3,898 Days - 2.61cph!
Various material, PFX and lighting perf optimizations.
New firing, traversal & damage FX.
Texture tweaks; Got rid of the Desert Storm Coalition markings. Less noisy bare metal scratches and stuff.
Possible fix for parented players getting teleported far off the vehicle after a nexus transfer and probably getting killed
Might have only affected players with admin permission because antihack should have prevented it
Remove redundant player rotation set after swapping a passenger to the driver seat
Add some code to dump nexus transfer requests to a file as JSON
merge from main -> analytics_server_profling
v_m4a1: copy non-shared mode selector weightlists from MP5
v_trenchknife: asset.party metadata
v_m4a1: make temp reused MP5 reload slightly less janky by making it additive at runtime
Allow barricades to decay the same speed indoors or outdoors
- barricades still won't decay when inside building privledge
Can override deploy tickrate for entities with faster decay rates
- set decay tickrate of barricades from 10min -> 1min
Do not show IOEntity UI information panel for generic IO type items (fixes signs and frame showing power usage 0)
Added attachments, and slots to outpost/bandit marketplaces icons
Change decay of all 4 barricades to 15 minutes
v_m4a1: viewmodel setup + animgraph (beware of temporary jank)
https://files.facepunch.com/maxlebled/1b2411b1/sbox-dev_2024-05-24_20-01-02.png
more track piece source file updates
track piece source file updates
revert camera extension changes, fix pan and orbit zoom, tidy
use hammer's linked splitters for uniform viewport resizing
Use existing `PreventBuildingMonumentTag` to detect what `prevent_building` volumes are attached to monuments & convert them to flags that DeployVolume understands
- manually search for `MonumentInfo` in the editor since the prefab scenes don't have components added by S2P
Stone barricade protection value didn't save
merge from fix_ping_estimation_lag_spikes
merge from optimize_sqlite_fastmode
merge from optimize_sam_site_air_vehicles
merge from horse_ragdoll_material_fix
merge from mediumbattery_size
Allow horses to be able to walk backwards at half the speed of normal walking
Ghosts fade out over time
Get rid of logging in Projectile
Display an error in console when addon file list has failed to be read completely
Removing dead/redundant code from SENTs
Fixed escape sound from triggering at the start of the next level
Make sure we only load skybox if it uses a sky shader, CSkyBoxObjectDesc expects a static input layout and causes validation errors if anything else is assigned, this also makes sure you can only select skybox materials
player update. Exported 3p military flame thrower anim set and set up in unity
Allow barricades to be placed anywhere in monuments
- melee damaged increase against barricades: same damage as normal deployables
- bullet & explosive damage against barricades stays the same as before
- split building volumes of barricades and bypass "prevent_building" tagged with monument
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Use string builder instead
Publish attachments list to tooltip
https://files.facepunch.com/ianhenderson/1b2411b1/Unity_91TpvFeD1c.mp4
sound.Generate now accepts table of samples, or direct binary data as a string
The table input should have float values from -1 to 1 (index starting with 1), and is about 4 times faster than using a function
string input must be raw 16bit sound data (each sample is a signed short), and is much faster than the 2 other methods.
EmitSound handles registered sounds a bit better clientside
You could, and still can add `.wav` to the end of the registered sounds to make them work with EmitSound, which is still useful for serverside, but clientside this is no longer necessary.
Added optional argument to sound.Generate - loopStart (sample ID)
Fixed bug causing attachments to not be registered
Refresh sell order stock no longer frees attachment list
Fixed ground watch and colliders
Deploy sound, placement tweaks and guide mesh scale
lod and prefab setup for corrugated sheets and radtown shed.
Now forward attachments on shop listings over the network
Added slots to map vendor
Art implementation, blinking light behaviour
Facepunch.XR works out bounds for us, gives us full render target size separately from eye render target size
Cleanup
Update example
Contain frame state inside a struct, nice and clean
TextureSubmitInfo: remove bounds info
Better render target size management
Wait for fences on every submit