240,459 Commits over 3,867 Days - 2.59cph!
Fix ComponentList not updating
Fix undo breaking with too much depth
minor cleanups
util.SetPData transition to SteamID64
Fixed metal/spec scaling and fallback behaviour on material inspector
Update the skinned meshes in order when parented
Fix undo json max depth
Change all the blue lights to amber lights
Ensured water catcher and refinery retain the same protection values.
Ignore these ikchain scale asserts
Allow more Json depth
EditorBrowsable attr for WrapStaticMethod. Throw inside FindMethodIndex etc
Build method index cache over time
Fix invalid method usage
Can send message directly to connection id and if necessary route through server and wrap in a TargetedMessage
Show loading screen when loading scene
Directly call constructor instead of using Activator.CreateInstance in TypeDescription
To make sure it's a whitelisted one
WIP show const values for inputs on the node UI
Add component.OnLoad - allows a component to keep the loading screen open while it's doing stuff (in theory)
Whitelist Task.IsCompletedSuccessfully
Give game system access to the loading screen
Wireframe and ToolsVisMode can be driven per-view by Camera attributes instead of global convars
merge from packed blend branch
texture set changes - removing incorrect metalness from some bits
Added a simple privilege base for entity and vehicle priv
merge from packed blend branch
progress - texture set #3
texture polish
Fixed macro textures not allowed to tile
Restoared sav to 243, stomped in
90484 ServerSideRagdolls merge, resulting in servers rolling back to last months savs
Network++
Ensured shelter and door have same protection.
Ensured if one entity dies and the other somehow hasn't died then to kill it.
Reduced update health calls.
Ignore static constructor in constructor access check
Move Component access to a class, so we can use the same from Components without twinning methods
GetComponent => Components.Get etc
Rename Components.Add to Components.Create
Tweaks Components.Get/GetAll so they can take flags to filter instead of the two bools
Reverse the disable condition in ForEachChild to match new Component default
Legacy shelter now aligns with terrain normal.
Cost of shelter reduced.
Moved HeaderBar folder up one to remove Editor directory warning
Another constructor visibility check
manifest rebuild - fixed manifest conflicts in standalone
Switch to SmoothStep instead of Lerp, for nicer movement at the end of sweeps
Remove all these test particles from triggers scane
.gitignore: don't ignore shader_c
Add sprite.shader_c
AnimatedModelComponent => SkinnedModelRenderer, ModelComponent => ModelRenderer
DecalRenderer component assumes we're using the new decal shader, has some settings
Add decal test scenne
Add some simple decals
Add decal prefab
SkinnedModelRenderer derives from ModelRenderer
Added OnTagsChanged, tags cascade to child objects
Tags show differently depending on whether they're inherited or not
Fix missing player in volume fog scene
Batch component callbacks nicer
CallbackBatch deals with calling adding inside execute
Make CallbackBatch awesomer
Cleanup
Make OnValidate protected
FixedUpdate renamed to OnFixedUpdate, made protected, don't call in editor unless ExecuteInEditor
Update renamed to OnUpdate, made protected
OnStart is protected
Unit test fix
Made everything else protected
Can get rid of ToString node hack
WIP setting const values for node inputs in the editor
Merge remote-tracking branch 'origin/main' into action-editor
# Conflicts:
# code/ExampleComponents/TurretComponent.cs
# code/GameEngine/GameObject/GameTags/GameTags.cs
Fix action graph component override method signatures
If graph has an icon, use it in ActionControlWidget
Simplify TypeLibrary.Create<T> methods a bit
Do a more precise check for forbidden constructors
We were getting false positives with some widget types
merge from fix_item_origin_network_updates
deleted unrequired model prefabs