209 Commits over 62 Days - 0.14cph!
Change domain reload toolbar color/tooltip when enabled without CLIENT and SERVER constants
Mute hidden value finalizer if we're entering playmode with domain reload disabled.
Fix ownership share with buried weapons
Set client entities internal value instead of resetting the hidden value itself
Add a domain reload toggle to the toolbar, add editor settings to disable both compiler simulator and domain reload toolbar buttons.
Fix conbutton states not getting reset.
Unsubtract max health changes, fix loading saves that were created before max health persisted. Also fix loading old buried item saves.
Fix camera jumping when alt tabbing back into the game or clicking into the game view in editor.
Fix flashlight and laser sight attachment effects getting stretched when toggled during inspect animation or by unequipping/equipping the weapon.
Handle static array constructors, skip convars when resetting static fields.
Network max health, add debug.setmaxhealth convar.
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Let backpack weapons be buried after a backpack despawns, maintain item condition when digging the item back out, fix ownership not being set, handle duplicate expiry times.
Add basic ghostship for testing until collisions get fixed, add ghost ship to proc map(wip)
Add newly generated projects to the solution build configuration, otherwise the solution won't build.
TODO: Generate client/server projects for the main assembly dependencies and use those projects instead.
Enable burying on seasonal weapons
Enable burying for attachments (splitting this so its easier to subtract if needed)
Enable burying on a set of weapons
Fix bugs, make expiry time into a cvar, add random chance to bury an item, don't allow items to be buried by default.
Make it so buried items don't expire while the server is down, rename expiry time to match the new behaviour. Fix buried items not saving.
Dispose of native arrays at the end of query vis job.
Implement being able to find previously dropped items by using the metal detector.
Add min/max value descriptions to NBZ cvars.
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merge from /main/nametag_clipping_fix
Add a null check to query vis job runner to prevent crashes on disconnect.
Add editor preference setting to generate Client and Server project files.
Edit -> Preferences -> Facepunch -> Project Generation
merge from nametag_clipping_fix
Move useJobs into client code
Make new no buiid zone shader more transparent.
Add a QueryVisJobRunner to handle visibility checks in batches while also allowing for layer mask filters.
Name tags are now a lot more stable with the magic offset removed and physics based visibility checks.
Split the bot.crouch command into two client/server commands.
Add admin "bot.crouch" command to help test with nametag visibility testing.
Reset pools and fix evil runtime fields on scriptable objects.
- Craggy Island now runs, as far as I can tell everything is functional but I'll test it a bit more with other scenes.
Improve no build zone visual by adding a ring that gets brighter as you get close to it at any height.
Reset fields on mountables and prefab attributes, craggy island still has more issues I need to fix before its playable again.
Jank fix for empty types in code gen by counting fields.