239,575 Commits over 3,837 Days - 2.60cph!
Prevent electrical branch from draining power when nothing is connected to its left side
player update. geiger counter entity edited so it is held correctly and its holdtype updated with latest idle pose
Move Json.Upgrader out of Sandbox,Game, have it filter by type
Add GameResource.ResourceVersion
Inject version into gameresource saves
Change DeserializeToObject to use JsonNodes
GameResources can define JsonUpgraders
v1 upgraders for SceneFile and PrefabFile
Add GameResource.LoadFromJson and use that anywhere we load a GameResource
Fix PrefabFile upgrader doing nothing
Fix tests, supply upgraders
Increase not-attacked timeout duration
ModelPanelnspector: smooth out rotation when mouse is released instead of freezing the model
player update. edited horse sitting pose so the hands do not clip into the saddle
Move NotesUI in front of everything that isn't the pause menu
GameManager -> Game, add our own GameManager, add GameManager.IsPaused
Refactor NotesUI interaction, closing state is handled on the UI itself, instead of relying on interaction system (since the object might've moved, or you might've moved, which would hard lock you in the UI)
Enable/disable model renderer when using model panel inspector
Use InputHint for NotesUI
Not sure why I pass victim in our damageinfo at all, doesn't make sense and it's not used
reverting a material changes to main's version
Sat tubes, moonpool and level3 rooms LODs and colliders - prefabs setup
Posture mechanic compensates for any damage taken, and controls breaking posture - don't block attacks if we broke posture in the same attack
playe rupdate. edited botabag override controller so latest drink and pour anims trigger
Start designing posture mechanic
Fixed being able to block while in the notes UI
Add SwingingHeavyAttack, only gets set when you're winding up your attacks
merge from material_biome_improvements
merge from wr_pickaxe (Pickaxe cant be placed on Weapon Rack Stand)
cherrypicking
94119 - fix for elite loot crate missing its bottom face
merge from RidingChickenCostume
Fix error in translation script if output dir doesn't exist
Ignore hidden sheets
Remove unused UnregisterProperties methods
Simplify a bunch - allow setting property if slot not registered
Authority RPC now correctly uses invoke permissions from the AuthorityAttribute. When calling Authority RPC, if there's no owner, the target would be the host connection
Authority check for network destroy - can never arbitrarily destroy unnetworked objects
In the PrefabFile upgrader, upgrade Id to __guid as well if possible, fixes corrupt prefabs from before when it was called Id
Cubemapper tests
Remove all ggx code for now & just copy directly to cubemap array
TextureCube with mipmaps and arrays and mipmaps
Move texture logic from cubemapper to c#
Stub for cubemapper_cs, will calculate both GGX and spherical harmonics all in GPU
Handle all array index stuff in cubemapper
Fix NRE if destroying object in animation event
Leaderboard backup, run #
10300
Store a static list of cargo cranes, save a Vis
Update container drop points on both cargo styles
Add IsDocked flag to cargo ship and properly zero out throttle
Increase docking time to 2 minutes
Show a gizmo mesh on container drop points
Bike stability experiments + materials
Add tools to show possible pickup and drop points via gizmos
Cargo ship calls OnArrivedAtHarbor then waits
Once finished waiting it rejoins the outer patrol as normal
Cargo Docking~
Cargo does basic docking at a harbor (currently only supports big harbor)
Cargo now selects best node from the outer patrol to start entry from
Cargo now adjusts waypoint distance dynamically when entering docking
Cargo ship now responds to max velocity on harbor entry Base Path
Adjusted a bunch of speed and position values on harbor entry path
Bunch of debug stuff to show patrol tangents and docking point scores
Added boolean to WorldSetup to force ocean patrols to be generated with dev terrains
Reduce latestSeatClipSeemsFarAway from 40m to 25m just to make 100% sure this is fixed.
Merge SkinViewerBones -> main