247,954 Commits over 3,928 Days - 2.63cph!
Stylesheets @import-ed with a path relative to the local path will also hotload now
Bandit king has a throne nearby and some other general decor
Added the Bandit King to Bandit Camp
Commented out the skeleton bone names stuff in the phrase update process, we don't use them in-game and they're cluttering Crowdin
Fixed null phrases in SocketMods blocking the phrases update
removed unused lights, underwater_plants roughness tweaks
updated underwater foliage wip. fixed alpha cutout issue on twig_diff.mat, test scene wip
Restored server filters category texts, fixed the TMP SubMesh hell
Don't have the host do this, doesnt work that way
Fixed parenting not working on non-host client
Fixed option menu dropdowns not clickable
Dont need change event at all here
Fixed bad RPC logic in VehicleSeat
Add default value to worldspace scale too
materials, sound/sound logic, better interactions in first person
Stylesheets @import-ed by other stylesheets now hotload properly. Resolves Facepunch/sbox-issues#5317
Don't apply LocalScale to GetAttachmentTransform
Fix GraphicsItem not always being able to resolve the GraphicsScene (which made SelectedItems total bullshit)
fixed dashboard unit scaling
Shortcuts now run on GraphicsItems.
Automatically refactor static fields to try and reduce the number of static constructor call sites
Better networking for player seat assignment
Can now multi-select resources in the asset picker of a list entry to select multiple items at once. Resolves Facepunch/sbox-issues#5934
https://files.facepunch.com/CarsonKompon/2024/August/07_14-28-ConcreteRiograndeescuerzo.mp4
Ask the host to enter/leave cars
rename test scene, add namespaces, auto assemble for testing, debug bool, determine if puzzle is complete
Use zone color alpha for the gizmo
initial port to scene system
Basic water shader, will improve in a bit
Add foam, make ocean shader look vaguely like water
Disable vertex anim for now
Setup the low poly WIP radio model as the interaction point for the car radio
Video https://files.facepunch.com/jacob/1b0711b1/Unity_MXhRxokGha.mp4 (ignore the steering wheel)
Update Box3D for soft contacts, helps with stability for heavy things on top of light things and helps with kinematics pushing dynamics through geometry https://files.facepunch.com/layla/1b0711b1/sbox_L4gxsLMRAe.mp4
Added grouped component object to look for all components that are integral for x function to work
This means we can check if all components that are necessary for roads are available, meaning we can delete/add the required ones at will
More code cleanu
Ability to toggle road generation
Removed ArabicSupport tool editor stuff
added lowpoly stereo to dashboard_A
Start setting up wolf senses
Ring road enabling/disabling + min world size customisation
Helper to add delay condition, display tweaks
Cast benchmark (#119)
Fixed capsule ray cast bug.
Added ray and shape cast benchmark versus height field.
Delete triangle cache when updating mesh shape.
obj loader (#120)
Using tinyobjloader/tinyobjloader to load obj files.
Removed assimp, stb, and model stuff.
New mass ratio tests (#121)
- Added two new tests for large mass ratios
Contact Solver: Soft contacts (#122)
- Added soft contacts for high mass ratios (currently larger 1 : 10)
- This is highly experimental and might be discarded
Merge remote-tracking branch 'upstream/main'
Bugfix: KeyBindUI once more avoids modifying original prefab name
This got broken in 2018.3, about a year after our code submit. Also sneaking in depr fixing in UI/Main Menu
- Replaced obsolete PrefabUtils API calls in KeyBindUI
- WWW -> UnityWebRequest
10 errors to go
Tests: Checked main menu news still download and dispaly. checked KeyBinds prefab doesn't get polluted with bind names and options prefabs get renamed properly