244,583 Commits over 3,898 Days - 2.61cph!
Delete hostedwidget, Game tab will just wrap through NativeRenderingWidget on tools
Don't create main window on tools mode, default to dxlevel 120
Rustoria door skin update
master house LODs, Collider pass, Prefab setup and baked LOD
Try using Network.ClearInterpolation (#1)
Assign all breed materials to the body renderer so the tail is correctly retextured
Use Facepunch.XR provided logging levels
Pass bounds to texture submit info
Default IPD (for testing with null driver)
Facepunch.XR update
Debug callback type
Verbose logs
Keep track of frame start / end to prevent crashing with XR_ERROR_CALL_ORDER_INVALID
Perform vk copy operation as single step on submit
Use vk fences for vk copy sync
Fix edge connect not recomputing texcoords
seismic detector model, materials and lods with basic prefab setup
Fix warning
Heightmap import resamples if non pow2 given
Recompile shader
Remove logs
Use texture submit x/y as view subrect offset x/y
Component inspector event toggle color / tooltip shows if actions are populated
https://files.facepunch.com/ziks/2024-05-24/sbox-dev_DLz0WbVE9W.png
Facepunch/sbox-issues#5563
Set world model anim params to reflect state
Assign world model animator
New TerrainMaterial & TerrainStorage assets, improve terrain creation, no more manual vtex layers
New TerrainMaterial asset, can be used on multiple terrains, copied from other projects
* Replaces TerrainData.TerrainLayer which used manual packed vtex files
* Accepts source images for: albedo, normal, rough, ao, height
* Compiles into 2 generated vtex_c
* Contains other properties for metalness, uv scale, uv rotation
* AssetPreview is used for editor UX too, instead of hacky shit before
* TerrainMaterialEditor auto populates _normal _rough etc. properties from albedo
* Drag drop TerrainMaterial assets into Terrain component
* Open for expansion to grass/clutter properties
TerrainStorage
* Replaces TerrainData & TerrainDataFile
* Make use of IJsonConvert to avoid all the crazy crap I was doing before
* Drag drop TerrainStorage asset into scene
Terrain component editor:
* Support creating or linking TerrainStorage if none is attached
* split settings into its own tab, add filter properties
* Don't force Terrain creation through GameObject menu, don't hide terrain asset generation in here, don't hide the Terrain component
* Remove special terrain save logic from SceneEditorSession, use scene.saved editor event
* Disable specular on terrain
Terrain: Mark all TerrainMaterial textures as used and wanting max quality. In the future this could be smarter and not want max quality for textures used far away
Basic height blend
https://files.facepunch.com/matt/1b1711b1/sbox-dev_0JNrWPuC9N.png
JsonUpgrader for TerrainStorage: Resample ^2+1 heightmaps to just ^2, use non-nested format
.gitignore: wanna keep these launchSettings local
Disabling loading from save by default on CraggyIsland
Add anim override for captive state
Set entity animation override default to kidnapper
merge from qol_salvaged_hammer_buff
merge from laserdetector_range_fix
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merge from crossbow_flame_scope_fix
merge from qol_mixing_table_hv_ammo
merge from mediumbattery_size
Leaderboard backup, run #
11994
Fix NotImplementedException in SteamLobbySocket - fixes sbox-issues/issues/5560
Sorry I'm an idiot
Switch from Marshal.SizeOf to Unsafe.SizeOf in a bunch of places where Marshal is wrong
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Adjust speed down slightly from 5x to approximately 2.5x faster than before
If a codelock is locked, entering the "last used" code is now 5x faster than before
Custom inspector tool for messing with NPCVendingOrders
First lot of travelling vendor orders complete
Added 'light flag' cinematic entities - useful for cutting/blocking light:
• 3 variants; small, medium and large
• Assigned to group 4 (misc) to allow independant hiding
https://files.facepunch.com/paddy/20240524/v0i1IhWD86.mp4
Changes to cinematic entities:
• Cine entities can now be hidden by group - lighting, backdrops, props and misc (Thanks Flavien!)
• Assigned backdrop entities to group 2 - can now be hidden independant of lighting
• Updated help descriptions for cinematic entity convars
https://files.facepunch.com/paddy/20240524/jyHPcEL0id.mp4
Also ensure it doesn't do higher damage against high walls & external walls
Added ability to get random entries from a vending order list
Added ability to set min,max pricing as well as very low pricing and pricing chances
Weight moved to different section
Buff salvaged hammer so it has the same DPS as a jackhammer, but only against deployables
- still uses normal damage against walls and doors
- acts like it's higher durability because it uses less hits to break things
Merge CH47 Scientist NRE Fix -> main
Recompute origin of new mesh for extracted mesh faces
Remove another unnecessary check