243,958 Commits over 3,898 Days - 2.61cph!
Move some scripts into new folders
Fix some Player networking issues
Player and other Entities no longer run OnFixedUpdate when Map is generating
Created EndFloorTrigger and prefab. Goes to next floor when all players are standing on it.
Add EndFloorTrigger to each boss room prefab
Going to next floor loads new scene and connected clients retake appropriate players
Fix re-connected player sometimes spawning with a 2nd gun
Remove extra camera from tdm_test scene
Update: Constraining Pool.Free - Step 2
* Adding collection-related FreeUnmanaged overloads for all existing collection-related Free overloads
* Putting IPooled constraint on almost-all collection-related Free overloads (skipping List - that'll be next chonky CL)
* Changed StreamBuffer overload to be a FreeUnmanaged overload
Tests: built all targets in unity
Remove SceneObject.GetSceneWorld()
Remove SceneObject_UpdateRayTraceTransform
Instead of updating SceneObject RayTrace's every time they move, lets mark them dirty and update them when the raytrace is actually used (which is probably never)
Lowered vehicle parenting volume
Don't cause a rebuild for mesh component when transform chances when scene is not editor
merge from Blend4Way double sided
Added "Double Sided" option to standard-spec, blend4way and blend4way-spec
Remove hack from mesh component that is stopping hulls from being kinematic
Stop launcher from undoing editor prefs changes when kept open, fixes Facepunch/sbox-issues#5857, Facepunch/sbox-issues#5825
(Cookie containers will now process/accept new changes on disk before writing)
Leaderboard backup, run #
12565
rock formation prefabs (sea) radius and fade improvements
New: Adding Facepunch.Tests assembly for unit testing Facepunch libs, with ListExtension tests
Motivation: when working on core libraries we gotta have confidence that we won't bork something somewhere by changing core algos&utils. With this test assembly, we have a common place to document behavior of Facepunch lib before we go modify it.
Added 64 test cases for ListExtension changes (I couldn't reliably confirm in 3p multiplayer session). Test assembly configured in lean fashion.
Tests: built all targets in editor. Ran all existing tests, including new ones being submitted. Observed ~10 failures in NavMesh and TextMeshPro, but new tests pass.
Trees now trigger OnPhysicsNeighbourChanged when falling down, cutting any attached tin can alarm wire
Wire deployable on trees
Minor placement fixes
Cleanup
Grid size adjust
Cookie the grid size
Change paint keybinds
tdm - wip
Merge branch 'main' of sbox-hc1
Leaderboard backup, run #
12562
Models and materials folders
Changed main menu player podiums to be a prefab, can spawn a weapon prefab on them
propagated the latest changes into procmap stack
Validate BodyRenderer when trying to set bomb plant anim
Should have fixed ADS issues over the network
Shouldn't need to run this if not possessing spectator
Adjust physics shapes/joints to reduce stretchiness
Shouldn't need to run any of these without being in control
Hook in new NEW T character, re-add a few textures that were missing
Leaderboard backup, run #
12559
Revert "Don't create an empty gameobject when getting a cached scene if the prefab doesn't exist" - causes issues for prefabs on boot
Commit missing change from private to public
Fixed player being left holding cards if they get kicked from a card table during a game for being idle for too long, at the same moment as an earlier player also gets kicked for being idle
No need to pin this memory anymore, height shape makes a copy of it
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Added first pass win and lose anims - currently not hooked up to minigame
Merge from fishing_full_inv_fix
Fixed fishing tackle mission soft locking if the player has a full inventory when they try and return it (do the inventory full check before we clear the required mission items)
Update height collision region
Update height field without recreating the shape
Spawn enemies/other prefabs once room generation is finished
Added Item Rooms and RoomType Enum
Created Boss Room Assets
GameManager.IsMapGenerating, Pause everything while generation occurs
Fix Map Generation Hanging sometimes
Added "Generating Map" UI
Update Sprite Tools
Fixed odd png issue
Don't keep setting terrain collider to static if it's already static, this is causing an on dirty, don't dirty collider on heightmap region dirty, we should be able to update this faster
Added RPS icon for gesture wheel. Updated UI to match new designs.
Player model cleanup
Added a blocking state to the 3rd person animator
Use dedicated `gameplay_analytics` convar instead of requiring the server to be official with stats enabled
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