240,415 Commits over 3,867 Days - 2.59cph!
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Editor.ActionGraph.ActionGraph -> Editor.ActionGraphs.EditorActionGraph (#1360)
To avoid conflict with Facepunch.ActionGraphs.ActionGraph
GameObjectInspector, start multi edit
GameObjectInspector support adding components to multiple gameobjects at once
Handle component multi-select
Component/GameObject ControlWidget multi edit support
TreeView shift multi select works as expected
Add MultiSerializedObject
Clean inspector creation
Fix mistakes
Widget contenthash should be ready to update straight away
Multi edit support in a bunch of ControlWidgets
Let's get rid of all the GameSetting/PackageSetting convar stuff now
Completely strip Saved Game functionality - re-evaluate if this is actually needed or something we want later on with the scene system though most likely easy enough for people to just do themselves now
Update CodeGenerator unit tests for new stuff
Distance check optimisation
Leaderboard backup, run #7924
Fixed spraycan reskin not working on some older large box skins until the player reconnects
Rename property to PreventDuplicatesInQueue, false by default
Expose the option on AutoTurrets via sentry.debugpreventduplicates (true by default)
Added a new AllowDuplicatesInQueue property for IOEntities
Prevent AutoTurrets from being added to the queue more than once
Fixed double ParentChanging call
Fixed ragdoll parenting when a new clients enters network range
Updated world model as well.
Small material/texture SSS/AO tuning for new lighting.
Izabu: Fix RemoveContacts skipping the first contact, fixes old contact hanging around sometimes when joint collision is disabled
Merge ServerSideRagdolls -> main
Fix incorrect hinge gizmo drawing
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Gave server-side ragdoll a bigger head collider
Hinge center and axis use game object transform instead of properties
Do the same for slider axis
Merge ServerSideRagdolls -> main
Fixed physics silliness when a client-side ragdoll had multiple arrows in it that overlapped each other
Fix CharacterControllerHelper getting stuck along multiple planes
With a few small changes to read closer to the original source
Messy-ish start to editable saveable terrain
Terrain collider but commented out cos master doesn't have it yet
Rename loads of shit, TerrainData not a resource (we can decide later), add back create menu option (I coded it but this could easily be a prefab template too if we don't save terrain as a resource)
Don't cast shadows from terrain, it looks dog shit
Json seems to give a fuck that these are private setters
High precision lighting offset
Use new Depth helper class
CPU Bilinear interpolation for sampling terrain height
Move terrain editing to editor code
some toolvis sceneview options, messy
latest component changes
brush update
splat shit painting
Clamp min height on paint
This should use images from content path now
icons + fixed bug with loading them
couple more brushes
Fix controlmap not being create on first enable
Shitty undo
Misc
Render menu
Fix rendering `RootPanel`s in VR: separate out `IsWorldPanel` from `RenderedManually`
Clear attributes after popping a layer when rendering UI
Possible fix for shelter error on build.
Convar comment typo fix
Fix MapView not resizing it's team positions array and not showing all of the team markers
merge from legacy_shelter
Add a response with the current state when running ToggleSpectateTeamInfo
Update izabu and add my changes
Merge main -> ServerSideRagdolls
depthresolve uses min of all msaa samples
3p smg - eject shell fx
- added firing anim & added to animator
Cherry picked relevant changesets from /main/texture-memory-review (cleaning up)
Cherry picked relevant changesets from /main/shader-memory-review (cleaning up)
Added support texture tools
Disabled alpha channel on RGBA textures not using it and changed compression to normal (saved ~82MB)
added left ik target to mace entity and edited 2handed melee anims