255,645 Commits over 3,990 Days - 2.67cph!
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added mountanybox command to mount first non-mounted bot in targeted vehicle (or create a bot for it if non exist)
corrected AABB distance check (only used in HitBoxSystem and difference not significant for current projectile sizes)
Standalone: better widgets for branding - can't figure out how to lay these out nicely right now though
https://files.facepunch.com/alexguthrie/1b0711b1/sbox-dev_WR7bhtL8E4.png
Standalone: make it clearer when we've finished an export
Tweaked in-place turning behaviour
Decreased gait progression interval when holding shift
Updated default spine offset as derived from idle animation
reduced material usage
updated chicken coop mesh
Reduced the number of draw calls needed per environment volume from 3 to 2
Simplify file uploading to not use MultipartFormDataContent
Attempt to delete the map png file if loading failed - edge case
Use Timeout.InfiniteTimeSpan instead for clarity
Player avatar uses spine1,2,3
Updated all v4 animations
Updated custom offsets on sar and ak
- 100% chance for natural beehive to spawn on oak_c (just for testing)
- Honeycomb worldmodel fixes
- Added ability to change tree additive rotation
- Better handling on death of the tree
- Natural hive drops two sets of honeycomb
Maker timer run at TimeSpan.MaxValue interval
Manifest update for new items.
Egg icon.
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Base shaders: stop using macros for texture creation + sampling, use standard HLSL syntax
Core shaders: stop using macros for texture creation + sampling
Build shaders
yuv_resolve.shader should use explicit register positions (it's sampler was never being properly bound!!)
Setup 8 pie types: Items, recipes, pie VM settings.
Added them to recipe list.
Spring dampen test (Facepunch/sbox#1819)
https://files.facepunch.com/ziks/2025-02-07/sbox-dev_msRAHre2Hi.mp4
Created system that allows trees to spawn/handle an entity attached to them (will be used for natural hives)
merge from main/horse2_fixes
edited tiger run 180 left and right anims and updated prowl fire anim
merge from main/horse2_fixes
Compile fix, don't use Skeleton to reset bone pos for now
Linked chicken pie output item to chicken pie recipe.
Added Brea recipe/item.
Moved the deferred indirect lighting pass into its own class
merge from main/horse2_fixes
Bugfix: read back from the right array of heights after sampling ocean
- Reported by new unit tests
Tests: ran water-related unit tests - now they pass
Bugfix: Make sure WaterLevel tests run full simulation path during unit testing
Previously it was earlying out during GetWaterLevel
Tests: ran the new tests, they report an issue that I need to fix
Removed Vehicle Detailed layer from horses k detection layer mask, it prevents legs from hitting themselves
Restored horse animation speed reset when exiting ragdoll
More work on ziggurat exterior (decal passes). Renamed jungle decal test materials.
Reset horses server and client bone local positions after exiting ragdoll
Reset lastMovingTime when exiting ragdoll
Fixed a bug with using a pre-culled volume list when creating the environment volume compute buffer
Disable mixer thread choking warning for now
TODO: find out how long each voice takes to mix, and let you print that on demand
Don't start attacks or hazzards when dead
Gluon Hose Shader
https://files.facepunch.com/lolleko/2025/February/07_14-11-LavishTinamou.mp4
Zero the Y when calculating look forward
Added a cooldown timer for the main triggered attack, use regular attack when on cooldown.
Some minor spline tweaks I forgot to backport from scenestaging
Update: missing meta files from merge
Submitting for now, but should nuke once back on main
Tests: none, trivial change
Merge: from main
- Skipping a couple meta files for empty folders, will submit them separately
Tests: booted editor for import
Setup hiss anim state, trigger it.
Spline Class (#1817)
General purpose spline class for 3D.
Uses a composite 3D cubic Bezier curve under the hood.
Shape and behavior of the spline are controlled through points and handles.
Two consecutive points and their handles define one segment/curve of the spline.
The spline can be turned into a loop (Beziergon), which combined with linear handles can also be used to create a polygon.
Splines are useful for animations, camera movements, marking areas, or procedural geometry generation.