250,201 Commits over 3,959 Days - 2.63cph!
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Initial
Assets have colors
Preview tweaks
Search widget
Asset popup, will turn this into something more tooltip-oriented later
Split left / split right
Chips from tags
Tweak styling, move current project to top of asset locations list
Implement chip tag filtering
Initial cloud browser, separate from asset browser
Initial tabbed asset picker w/ both local and cloud assets
Asset type picker
Renames, deletes, duplicates handled by IAssetListEntry
Clean up
Implement `t:vmdl`/`t:vmat`/etc. and filters
Implement Everything & Recents
Cloud browser uses facets to select type - hide picker on search bar
Fix warnings
reinforced wood shield world model
Cloud browser uses facets to select type - hide picker on search bar
Update: don't trample on existing defines when changing mode switches
Saves a bit of time when working with Performance Framework
Tests: confirmed RUST_PERF_FWK stays when switching to none, client, client+server
Add Input.config
Fix warnings
modular car style suspensions for battering ram and skateboard
BatteringRam now inherits from GroundVehicle
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Fix ai.killanimals command not killing the new wolves
Put all new AI code in a separate namespace to avoid confusion with old AI framework
Modify codegen to support namespaces
Buildfix: Harmony loader is conditionally built via asmdef settings
- Originally there was a mix of code macro checks and asmdef constraints - now it's just asmdef constraints and no code defines
- Enabled it for all platforms except editor, instead of just 3 explicit ones(Unity's TestFramework currently builds Win32 players instead of Win64).
Tests: with PerfFwk enabled and editor in different(Client, Server, both) modes, ran Pool perf tests in Player/standalone mode. Everything built and succeeded.
Update: Exclude unnecesary scenes when PerfFwk is enabled
- We have disabled scenes in the list that UnityTestFramework ignores and tries to build, leading to issues
- It also saves iteration time, since we only build scenes we'll use for perf testing
Tests: same as before
Update: Moving perf tests to PerfFwk plugin
- Added additional references to PerfFwk
Original idea of mixing perf test code into main assembly didn't work out, so for now going the path of contianing them in an isolated assembly
Tests: tested with other changes to run pooling tests in CLIENT+SERVER standalone mode
Fix ai.killanimals command not killing the new wolves
Put all new AI code in a separate namespace to avoid confusion with old AI framework
Modify codegen to support namespaces
Add Verbose Hotload Logging option under Help
https://files.facepunch.com/ziks/2024-10-11/sbox-dev_AHgWLtzQtX.png
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New package type
We no longer use the PackageType enum - because it's too rigid. Package types are all lowercase string comparisons now.
Asset package type doesn't exist anymore
Update service api
Use new apis, partial obsolete old PackageType enum
Fix obsoletes
Remove GameAssetType from upload
Moving PackageTypes to table
Delete AssetType enum
Fix facets
Use PackageType from database instead of old PackageType
Rename old to LegacyPackageType
Rename new to PackageType
Consolidate the way wolves filter preys
Fix ai.addIgnorePlayer not working for the new wolves
Crumbling platform update + stage updates
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Potential fix for wolves jagged jumps
Prevent wolves from using a 180 anim to turn away from fire if they are already facing away, it looked odd
Make wolves flee a random distance to avoid visual repetition
Make wolves flee further away to avoid being easy targets
Refactor modifier application so I can use it elsewhere.
merge from fix_crafting_queue_wrong_item
merge from planter_night_rainfall_fix