250,465 Commits over 3,959 Days - 2.64cph!
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added road rejection to jutting cliffs
Have wolves only fall over on headshots
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Added Note World Model
Imported Note World Model Materials, Model, Textures
Setup Note World Model Prefab, LODS and Colliders
Fix filesystems not clearing properly between games
Download required files from server
exported wolf run hit left and right animations
Elevator vehicle merge -> main
Increased elevator floor colliders
Hopefully prevent clipping off elevators
extra jutting cliff prefab
Interrupt sprint when trying to ADS
Do panel bind/parameter events when things change even if tree is empty, Facepunch/sbox-issues#5908
Custom panels that do stuff/populate from attributes etc should work again now, incl settings page
Clean: Review Feedback - Part 1
- Make scopes explicit with brackets
- Get rid of System namespace prefix (as we declare that we use System's names)
- Renamed `deepFree` defaulted arg into `freeElements`
- FreeUnmanaged(MemoryStream) no longer sets Position anymore
- Commented the API
Tests: Built C+S target (as it's trivial build-only changes)
Only switch to picked up equipment that's in a lower slot
Like don't switch to a picked up pistol if you've got a rifle out
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Populate Json reflection cache in Json.Initialize
We were seeing some long frame times during first-time prefab instantiation caused by this
No network files needed for remote packages
File download framework
Add Connection.SendRequest<T> - allows async waiting for a response to a specific message, instead of routing through global handlers
Request files loop
set mount pose to sit _DPV on DPV deployed prefab
Check if refill container move is unsuccessful. Delete to avoid memory leaking
Update: Removing FreeDynamic from Pool
Reimplemented the 2 cases where it's used to work without losing information about the type (so we can use Free instead). This also gets rids of unnecessary allocations.
Tests: Built all targets. Tried to test runtime (2p multipalyer), got confirmation that the server initializes but nothing hits it. In next CL I'll push out a unit test for ServerMgr, since it looks to be possible.
Switch player grabber back to physics body, just don't grab statics. Use IsValid checks because grabbed body can be deleted
re-enabling animation speeds for DPV
Fix some download toasts sticking around forever, and incorrectly displaying as cancelled
Fix warnings in ParticleVector3ControlWidget
Ignore colliders excluding player movements when running auto crouch
merge from codelock_playerprefs
merge from dome_collider_fixes
merge from industrial_adaptor_movement
merge from SBToolCupboard
Revert "Add LargeNetworkFiles table"
This reverts commit 7365c616af37ef1665abe4961344013815e89b70.
Accidentally rebased master onto a branch - Metapyziks
Add LargeNetworkFiles table
Respect JsonIgnoreAttribute when serializing component properties
We were already checking it for fields
Update player_aces postpro prefab
adjusted serverside player colliders while ragdolling
Add LargeNetworkFiles table
Support more than 1 gamepad input action with the same button