250,409 Commits over 3,959 Days - 2.64cph!
Fixes on jungle ruin kits. Changed ruin wall caps to atlas.
Added a lot more functionality to Vector2Int and Vector3Int. Much more in line with their floating-point counterparts now, only including what makes the most sense for integer values. Also added documentation/summaries to everything. Resolves Facepunch/sbox-issues#5254
Fix Vector3Int converter error
Undo changes to old wolf animator
Stop prefab source widget changing value and closing picker before a selection has been submitted
Asset picker: will now grab/install remote cloud assets when selected (fixes Facepunch/sbox-issues#5904), improved validation so you can only select resource types you're supposed to
Remove debug draw and replace constants with convar
First pass on wolf combat behaviour
added wire_cage_a + b materials
Add ParticleLineEmitter
Clean ParticleLineRenderer
Fixed tin can alarm triggered multiple times when crossed while mounted to a vehicle
Expose particle DeathTime, so effects can use it to do calculations
Fix ParticleSpriteRenderer error when no texture defined
Add ParticleEmitter.RateOverDistance , overrides for manipulating burst count, rate count
Merge from runtime_profiling_rcon -> main
New Crowdin translations by GitHub Action
remove scriptfuncs from localization strings
Fix Vector2.Json serialization only loading x value when supplying string as json object and not number array. Also updated function summaries that said "vector4" instead of "vector2"
Vector2Int and Vector3Int values now serialize to/from JSON properly. Resolves Facepunch/sbox-issues#5821
Created Vector2Int/Vector3Int ControlWidgets. Resolves Facepunch/sbox-issues#5606
Refactored wire checks and fixed a missing Pool.FreeList
Fix new game objects created thru heirarchy context menu always spawning at 0,0,0
Update: Fixing all deprecated uses of Pool since merge from main
Tests: built all targets
Update: merge from main
Tests: built all targets
Added tin can alarm to T1 tech tree
Updated craft recipe
This only needs to be a warning
merge from pickup_item_number_size
merge from SBToolCupboard
merge from homing_spectate_fix
merge from patrolheli_fixes/dmgfx
merge from hurt_overlay_changes
unique environment - lake_a scene setup
Make sure you can't adjust the wire slack if you don't have a pending wire, will limit accidental slack changes
Sike
Buy sound now invoked on the vendor game object as a whole rather than the machine inside
Adjusted to a tiny sound
Prefab preload: preload into a dummy scene
Revert "Populate Json reflection cache in Json.Initialize"
This reverts commit c0f2f57fc0a12a43ca0b73f3e3bf934a260bd69b.
We don't need this if we preload prefabs
Placeholder logic to have wolves react to another wolf being hit nearby
DPV 3rd person animation updated and sit DPV paramameters edited on the playeranimation controller so the anims kick in quicker
Add convar to toggle fsm logging
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
Increased sound radius
Parking changes for now
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.
Added Natural Dye set and some colours
Hair Dye properties work with the standard shader (just colour for now)
Hair Cap no longer does incorrect gamma adjustment
merge from temperate cliffs rework
Preload all prefabs when loading a scene
Fixed vehicles and trains not triggering the alarm
Added a 1 second delay before the same entity can trigger the alarm again
Add ParticleModelRenderer