250,895 Commits over 3,959 Days - 2.64cph!
Clear now-missing component in RealmedRemove, and remove unused LODGroup
Event setup
Added missed world mask to obstacles
Codegen
Set up the vehicle world + detailed collider sets
Moved the front force trigger to a separate GameObject
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Delete WorldPanel immediately OnDisabled, otherwise it will linger forever when play mode is stopped
Fixed some containers that have changed colour on the tarp cargo ship variant
Updated the replace objects with prefab tool with a new tool that just replaces the objects selected object with the provided prefab, no string filtering
Fixed more cases of objects not being marked as IsDynamic on cargo ship, unsure how they keep slipping through
Fix travelling vendor code compilation when in client or server only modes
Merge main -> travelling_vendor (client compile fixes)
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Fixed more client compile errors, in SceneToPrefab
Correct place for these SceneObject sealed overrides
Clear all these ptrs first to be safe, seal some more shit
Undo substract on main CS
98931
merge from main -> monument_scenes
Fixed random letter in file
Fixed vendor alignment
Made alignment work with steering instead
Subtract accidental merge of monument_scenes to main instead of aux2
Merge from monument_scenes -> aux2
Fix remapped scene prefabs being warmed up
Merge main -> travelling_vendor
Fix client compile in editor (SceneToPrefab.GetOrCreateFolder doesn't exist in CLIENT mode)
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Raised charms to prevent clipping with hand
Drone eye angles just grabbed from transform
GameUtils.Viewer returns IPawn, so let's make that work for all of our code
WIP game loop state machine refactor
Add drone pawn (https://files.facepunch.com/tony/1b1211b1/sbox-dev_3THIiDpMN5.mp4)
Don't NRE in minimap if we don't have some systems
Merge from monument_scenes -> aux2
Fix S2S not adding tags to monuments with their MonumentInfo not on root level
Merge from main -> monument_scenes
Add directional light and better cubemap to shadergraph preview
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Seal all shader nodes that can be sealed
Truck, Container, Tyre and tote Dev assets
Move some base shadergraph code to base editor to allow tool libraries to create their own nodes
Event components for state events
Basic way of hooking events in ActionGraph
merge from analytics_profile_servermgr -> main
Add profiling to following methods & include in runtime profiling data
- ServerMgr.Update()
- Net.sv.Cycle()
- Physics.SyncTransforms()
- CompanionServer.Tick()
- BasePlayer.ServerCycle()
Roadside monument road adjustment improvements
Add Action properties to StateComponent
Fixed prefab scene bullshit
Fixes sbox-issues/issues/5636
Fixes sbox-issues/issues/5635
merge from fix_server_profiling_lag_spike -> main