255,019 Commits over 3,990 Days - 2.66cph!
Zones now get notified when a session is being killed
All Zone weather now gets disabled when a session ends (fixes bug 918)
Added some checks in world debug tool so it doesn't error out between sessions
more modules, trap door trap, more interactability with bombs
Ladder improvements. Vertical ladders can be climbed down. Sloped ladders not yet
Use hash instead of incrementing ID for replicated property IDs
Use hash for remote procedure IDs
Merge branch 'master' of github.com:Facepunch/SandboxGame
Fixed coverage queries frame depth mismatch
Female head seam geo/skinning & female light skin sets
Dont change cursor state for a default interaction that is not available
Fixed lingering tooltip when opening radial
Facilitated getting off ladders at the top
hacky pine tree collision fix
Text filtering
Merge branch 'master' of SandboxGame
Updated female textures & playermodel
Change ping to byte in bindings so it's marshalled correctly (was fucked up in single player)
Fixed combat music (and probably various other triggers)
Disabled raiding goal plan that contains an empty GPV
Supermarket counters and cash register
Scoreboard close fix
Console filtering by type
Merge branch 'master' of SandboxGame
Fixed NRE in UnitGroupCondition when the target entity had no group
Modal UI windows now share common tabbed navigation
Added UnitDetailView portrait spinning
Removed UDV items listing (pending new features)
More work on navmesh grid.
Call OnDestroyed in DestroyedByEngine instead
Added OnOwnerDestroyed log back in
Added BaseEntity Destroyed function and OnDestroyed event which should be called both server and client side. Fixed SetNetworkVariable not bailing if entity is pending destroy.
ore node hotspots now use coverage queries
Fixed filter mode in packed texture
Fixed coverage query registration handling
Added auto material repacking when source textures change size
Updated packed mats, maps and db
Fixed unit attachments not being properly unblocked sometimes.
Removed potential trailing reference to attached entity
fixing UI intro anim for consecutive match, adding the battle UI fading during the outcome while I was at it
Scoreboard
Merge branch 'master' of SandboxGame
use Time.Delta for physgun rotations
Physgun rotation snapping
Now using `requiredCount` from level select data
Changed MenuStage.Move(dir) logic
Now looks for the planet that's closest to the target direction
Gas canister props models/LODs/COLs/Prefabs
Menu stage layout now loaded from LevelSelectData
A more complex example level select layout
Added coverage queries (CQ) explicit origin occluded binary state result
Added CQ custom origin visibility result
Added CQ smoothness speed factor input
Removed Consume Item ability because we don't need it.
Self abilities on radial shouldn't check UI exposure
both new trees have "collision" mesh with material "collision" to use for mouseover help