This week we've made it so you can sit on chairs.. We've added high fidelity terrain displacement, more stability metrics (crashes), addressing cosmetics and a bunch of other stuff
More packages to the GameCache
Editor can use menu overlays in games
Add references to editor libraries from editor compiler/csproj
Movie Maker: Image Sequence Export
Physics: Rigidbody.GravityScale
SpriteRenderer `OverlayColor` property
MoveMode.CalculateEyeTransform()
MoveMode.UpdateCamera( CameraComponent cam )
PlayerController .IEvents.PreInput
Collider.ColliderFlags
SitMoveMode - a MoveMode for PlayerController that enables sitting
ISitTarget - used by SitMoveMode to allow sitting on a component
BaseChair component
Terrain displacement
Sandbox Entity Template
Dev staging builds are now versioned date-commit e.g 25.11.04-e3cd948
Fail to launch if !Avx.IsSupported, it's a sane requirement of any CPU made after 2011.
Movie Maker: Snapping / dragging / resizing rewrite
Gizmo.Draw.Model can be animated
Optimization: Avoid ComponentList.GetAll usage in hot paths
Update VSCode editor integration
RenderAttributes pooling reduces GC pressure
Crash: ModelDoc using the RemoveBoneAndChildren node
Crash: CreateMixer audio crash
Application.Version being stripped early
AssetList: fix context menu not showing "Open in Visual Studio" for code files
fix PlayerController.Step getting stuck on edges when under low ceiling (#3247)
Physics: Fix collider offset bug
Physics: Clamp physics material density to zero not FLT_MIN, zero density is allowed because it can be used to skip mass calculation
fix model collider scale
clamp convar value setter to min max
CreateObjectMenu NRE fix
Nav: Fix Pathing A* heuristic by removing cost normalization
Nav: Force Agent Position Validation after Agent.SetPosition
thank you garry
While I understand that the money that goes from these cosmetics, go back into the play-fund for the games, the whole economics in the game in the development as early as it is, feels just wrong, as it immediately sets the standart for incoming games to aim for the money and not for the passion of development that a lot of people came for in the games like GMod in the first place.
Economics and games just don't mix well and it starts making a corporate hell like Roblox is, where slop is made just with the aim of getting on the front page. I have incredibly high faith in S&Box as essentially an engine that allows to both publish games on it's platform and let people who enjoy this platform play them AND allow developers to export their game for stores outside, that all is honestly truly awesome. But this weird feeling of concern for the game standing so aggressively on making actual FOMO cosmetics, which you can only get for a normal price when they launch and then it's just the marketplace folks gauging prices, make it feel pretty icky.
I honestly don't know any other idea for a reliable way to make money for the play-fund, so I guess we have to settle for this, but it still just doesn't feel so good, as well as the explanation for it feels a little too aggressive, when you could have explained in a simpler, calmer way that you need this money to fund more games.
This. I get what Garry means and all the economy stuff (I mean look at TF2, my friend makes a lot money of that he throws back into buying games on steam), but I also don't want it to turn into a slop fest like Roblox. Cus that's not what a spiritual successor to GMod should be, it should aim to be better and improve what was already a good game, like how City Skylines improved on Sim City or how SCP Unity aimed (before it died) to improve SCP: Containment Breach.