233,528 Commits over 3,775 Days - 2.58cph!

Yesterday
Update: Fixing all deprecated uses of Pool since merge from main Tests: built all targets
Yesterday
Update: merge from main Tests: built all targets
Yesterday
Added tin can alarm to T1 tech tree Updated craft recipe
Yesterday
This only needs to be a warning
Yesterday
merge from pickup_item_number_size
Yesterday
merge from SBToolCupboard
Yesterday
merge from homing_spectate_fix
Yesterday
merge from patrolheli_fixes/dmgfx
Yesterday
merge from hurt_overlay_changes
Yesterday
unique environment - lake_a scene setup
Yesterday
Make sure you can't adjust the wire slack if you don't have a pending wire, will limit accidental slack changes
Yesterday
Vendor Audio Fix -> Main
Yesterday
Sike Buy sound now invoked on the vendor game object as a whole rather than the machine inside Adjusted to a tiny sound
Yesterday
Prefab preload: preload into a dummy scene
Yesterday
Revert "Populate Json reflection cache in Json.Initialize" This reverts commit c0f2f57fc0a12a43ca0b73f3e3bf934a260bd69b. We don't need this if we preload prefabs
Yesterday
Placeholder logic to have wolves react to another wolf being hit nearby
Yesterday
DPV 3rd person animation updated and sit DPV paramameters edited on the playeranimation controller so the anims kick in quicker
Yesterday
Add convar to toggle fsm logging
Yesterday
Update: Pool uses warnings instead of errors for deprecated API Motivation: This will prevent causing errors for our modders/existing plugins and send a message that it needs to be updated. I'll remove these deprecated APIs next patch cycle. - Also removed a couple TODO since they're either not viable for now or complete. Tests: none
Yesterday
Increased sound radius Parking changes for now
Yesterday
Update: Replacing all calls to Pool.GetList with Get<List<T>> Now that we're cleaning up lists automatically when we call Free or FreeUnamnaged, GetList lost it's use. Replacement was done via regex + added using namepsace statements where missing. This affected ~740 cases. Tests: Built all targets.
Yesterday
merge from main
Yesterday
Added Natural Dye set and some colours
Yesterday
Hair Dye properties work with the standard shader (just colour for now) Hair Cap no longer does incorrect gamma adjustment
Yesterday
merge from tincan_alarm
Yesterday
merge from temperate cliffs rework
Yesterday
Preload all prefabs when loading a scene
Yesterday
merge from main
Yesterday
Fixed vehicles and trains not triggering the alarm Added a 1 second delay before the same entity can trigger the alarm again
Yesterday
Add ParticleModelRenderer
Yesterday
Delete ParticleModelRenderer.cs
Yesterday
Merge from dynamic_vendor_pricing
Yesterday
Clamp PriceUpdateFrequency
Yesterday
Close the recorder window after completion.
Yesterday
Fixed the tunnels no build volumes I missed
Yesterday
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Yesterday
Restore skeleton compile to how it used to be, we're missing optimizations by just keeping every bone no matter what
Yesterday
particle.collision uses particle model renderer
Yesterday
Rename context menu. Support finding deployable item prefabs. Cleaned up batch render process visually (tidily reset rotation, toggle rotation, delays, etc). Strip out blank URLS.
Yesterday
Update: Marking Pool.GetList as obsolete - Also bringing back list clearing on GetList invokation - to avoid breaking mods suddenly Tests: built all targets
Yesterday
Update ParticleModelRenderer to use listener
Yesterday
Update: Changing ProtoBuff codegen to use Pool.Get<List<T>> This eliminates 680 cases of GetList<T> use, which is about 40%. - CodeGenerator built in debug conf with commit 7d37b927 (FreeList-Depr branch) Tests: built all targets.
Yesterday
Update: Use Pool.Get<List<T>> instead of GetList<T> I'm deprecating Pool.GetList<T>, this updates the stale codegen.
Yesterday
merge from PPD branch
Yesterday
Fix LineRenderer bug ParticleFloat, ParticleGradient have evaluations where you pass in the particle , which reduces the risk of fucking up the parameters Move ParticleRenderer's into own folder ParticleController has OnParticleCreated Add Particle.BaseListener - allows creating of classes that run on particle create, update and destroy - with instance data and guaranteed destroy Add ParticleLightRenderer
Yesterday
Explain why we're not just always calling Path.GetFullPath
Yesterday
Added Tiger and Panther trophy models. Meshes added to hunting trophy prefab.
Yesterday
merge from main
Yesterday
Fix regression with rooted paths without volume labels on Windows xoofx/zio#92
Yesterday
Optimize cross-filesystem operations Adds a new function to that resolves a path through all underlying filesystems. Allows cross-file system operations to resolve to the final FS and call operations directly on that file system. Merge pull request #94 from agocke/optimize-fscross Optimize cross-filesystem operations Fix cross-filesystem operations in MountFileSystem Remove duplicated code Merge pull request #95 from GerardSmit/fix/mount-filesystem-crosscopy Fix cross-filesystem operations in MountFileSystem Added failing test for rooted path without volume on Windows xoofx/zio#92