246,618 Commits over 3,928 Days - 2.62cph!
Merge from dome_collider_fixes
Add `print_rcon_clients` command to print a list of all connected RCON clients
Hill cliff progress / better erosion / additional large hill cliff variants
MultiPick -> MultiSelect
Add SegmentedControl to Tileset Editor with Setup and Tiles tabs
Tileset Editor undo/redo works properly now and has undo steps for properties changing
Add Inspector to Tileset Editor
Add RenderingWidget/Preview to Tileset Editor
Add base settings to TilesetEditor Inspector. Minor changes to TilesetResource
Elevator Vehicle Parent -> Main
Stop the bouncy floor again
Re-enable clipping checks
Allow bikes to bypass them the same as horses
Lift up elevator collider to prevent clipping - which in turn is unparenting bikes on the elevator
VectorInts are fields instead of properies (like they used to) with [JsonInclude] fields
Don't make VectorInt properties readonly since some games set them already (fixes tests failing)
Asset picker: only allow multi selection if we want that
Fixes on jungle ruin kits. Changed ruin wall caps to atlas.
Added a lot more functionality to Vector2Int and Vector3Int. Much more in line with their floating-point counterparts now, only including what makes the most sense for integer values. Also added documentation/summaries to everything. Resolves Facepunch/sbox-issues#5254
Fix Vector3Int converter error
Undo changes to old wolf animator
Stop prefab source widget changing value and closing picker before a selection has been submitted
Asset picker: will now grab/install remote cloud assets when selected (fixes Facepunch/sbox-issues#5904), improved validation so you can only select resource types you're supposed to
Remove debug draw and replace constants with convar
First pass on wolf combat behaviour
added wire_cage_a + b materials
Add ParticleLineEmitter
Clean ParticleLineRenderer
Fixed tin can alarm triggered multiple times when crossed while mounted to a vehicle
Expose particle DeathTime, so effects can use it to do calculations
Fix ParticleSpriteRenderer error when no texture defined
Add ParticleEmitter.RateOverDistance , overrides for manipulating burst count, rate count
Merge from runtime_profiling_rcon -> main
New Crowdin translations by GitHub Action
remove scriptfuncs from localization strings
Fix Vector2.Json serialization only loading x value when supplying string as json object and not number array. Also updated function summaries that said "vector4" instead of "vector2"
Vector2Int and Vector3Int values now serialize to/from JSON properly. Resolves Facepunch/sbox-issues#5821
Created Vector2Int/Vector3Int ControlWidgets. Resolves Facepunch/sbox-issues#5606
Refactored wire checks and fixed a missing Pool.FreeList
Fix new game objects created thru heirarchy context menu always spawning at 0,0,0
Update: Fixing all deprecated uses of Pool since merge from main
Tests: built all targets
Update: merge from main
Tests: built all targets
Added tin can alarm to T1 tech tree
Updated craft recipe
This only needs to be a warning
merge from pickup_item_number_size
merge from SBToolCupboard
merge from homing_spectate_fix
merge from patrolheli_fixes/dmgfx
merge from hurt_overlay_changes
unique environment - lake_a scene setup
Make sure you can't adjust the wire slack if you don't have a pending wire, will limit accidental slack changes
Sike
Buy sound now invoked on the vendor game object as a whole rather than the machine inside
Adjusted to a tiny sound
Prefab preload: preload into a dummy scene
Revert "Populate Json reflection cache in Json.Initialize"
This reverts commit c0f2f57fc0a12a43ca0b73f3e3bf934a260bd69b.
We don't need this if we preload prefabs