248,733 Commits over 3,959 Days - 2.62cph!
Only append quotes to clipboard text when pasting into property where it's not already likely valid json, resolves Facepunch/sbox-issues#6496
Update: print extra mem held by containers in Pool
Tests: took a couple snapshots on craggy, fresh 4.5k procgen + 4.5k procgen save
Update: Pool can track container capacity memory overhead
- Implemented as an editor-only feature to avoid adding overhead in release
I needed to confirm that we don't keep around giant lists/buffers in the pool.
Tests: entered play mode in editor
Obscure vision overlay prefab tweaks and added separate placeholder image/mat
Ginnle NPC Intro Dialogue
▍▋▄ ▅▋▅█▌▅▌█▊█▍ ▅█▉▇▊▉▇▄▄▆ ▆▉ ▌▋▊▄▊ ▌█▅█▉ ▌▇▉▋ ▄▉▅▅█▇▌▄ ▄▍▌█▊▆▍▍▋▋▍
Added TargetCountWorldSizeMultiplier to PlaceMonuments
Reduced lake target count from 2 to 1 for small maps
Minor improvements (#2120)
Revert "Merge remote-tracking branch 'upstream/get-type-remove-cache'"
This reverts commit 16f9e5de46448d334f13aea853ae6d13b3d36581, reversing
changes made to 608fac6f22814e3eeb4609c80c0b5f08205e24ed.
Keep the cache but add a way to rebuild it properly
Update spanish.lua in the terrortown gamemode (#2118)
Fixed attempt to index global 'sam' (a nil value) (#2121)
Additional checks for ice sheets to avoid rivers
basis of water flow terraindata
- compressed y-axis rotation of a world-aligned forward vector to a byte (about 0.71 degree error) in -pi to +pi range
Fixed some additional oddities where rivers meet ocean
Mostly working, can't edit graphs
Fixed several GenerateOceanTopology oversights
Update playground_testing.scene
-Shield world model prefab + LOD and pivot changes
If fire is ignited while wolves are very close, they will retreat instead of just slowing down to give better feedback that fire worked
Fix fireball isStationary compile error when compiling in None mode
Change wolf behaviour so that it doesn't get used to fire and start ignoring it once the player gets too close
Now it'll attack despite the fire if the player is too close, but stay defensive and use hit and run tactics instead of hyper-aggression through fire
tweaking of coastal rock terrain raise parameters, added an extra object with lower opacity and larger radius to ease out the terrain but the system has its limits as its stands
Update ITagSet to have more consistent HasAll/HasAny overloads, resolves Facepunch/sbox-issues#5023
Enable divesite_plane_COL r/w
▍▄▍ '▆▇▄▅▇' ▇▇█▊▊▍▄
- ▅▌▅▍▊▇ █▅ ▆▍▋▄▉▇▉▅ ▌▆▉▇ ▉▌▊▉▊▇▅ ▍▉▇▅▍▊▋ ▌▅▄▍▉▇▉▌ ▋▆▉▍▊▄▋▆▊█▅▊ ▉▆ ▆▉ ▇▆▅ █▊▌▌▋▇▋
Blunderbuss + frontier hatchet backpack offsets
Differentiate between cloud vs missing map in inspector
Merge from hill_cliffs_splat
Merge from world_update_2
▇▉█▆▄ ▊▍▌▋ ▉▋_▋▆▇▉_▍▋▄▌▊▊▅▇█
▌▆▋▍▊▋█ ▇▉▅▄▍▉▌ ▌▇▇ ▇▌ ▆▉▍▅▅▇▌▌ ▌▊▋▍▆▌▇▆▆▌▉▉, ▆▋ ▉▉ ▌▅▌ ▍▉▅▄█▇▉▇▅▌ ▅▊▊ ▋▌▊▊ ▌▆ ▌▅▅▉ ▉▉▌▌▉▉ ▍▇▇ ▍▉▍▆▊▉, ▆▉▊ █▆█ ▅▆▍▌▇▄▌▋ ▊▇▊▌▄▊▉▊ █▍ ▌▅█ ▌▊'▄ ▋▉▄ ▄▉▊▅ ▋▍ ▅█▆▌▄▆
Rock splat removal added to coastal cliffs
▋▋▇▉▋ ▄▉▇▇ █▉_█▅▌█_▅▉▅▋▉▆█▌█
▆█▊▇ ▆▅▅▌▆▄▌▊ █▇ ▋█▄▉ ▋▅▅▆▊▄ ▅▍▇▍, ▌▇▌█▉ ▇▆▅▇█▄▉█
Fix fireball not be set to rest when it should have been
Add try catch to Language.AddFile, output exception and file path so users can track down the problem, resolves Facepunch/sbox-issues#6478
▊▉▉▋▍ ▉▌▇▌ ▍▊▆█▋▊▊▌▊▊▍_▋█▅▄▌_▄▋▅
▅▆▌▉█ ▊▇▌▋ ▉▌_▉▋▆▍_▍█▄▊▉▉▆▍▊
reinforced wood shield blockout
HCR viewmodel
- Matched fire & ADS fire anims to new repeat fire rate
- Adjusted sound anim events to match new timing
- Set animator to play anim at correct speed (1)
Reenabled LODs on hill cliffs
Added TerrainSplatRemove to all hill cliffs
Clean: replacing obsolete Pool api usage
Tests: none, trivial change
Fixed PlaceCliffsUniform not spawning below 0
Add bricks to map
Posed Citizen