240,459 Commits over 3,867 Days - 2.59cph!
item update, worldmodel prefab fixes
Fix GetComponents getting components of disabled GameObjects
Fixed children gameobjects not disabling properly
Put a decal in the volume fog cave
Fix model not getting updated in ModelRenderer
First pass at adding allowed System.* members to TypeLibrary
Update MemberAccess test for system types
Fix TypeLibrary.GetType<T>()
It could return a random type that extended T, instead of T itself.
Fix asking AccessControl about MemberInfos
Fix TypeLibrary tests that assume a new library has no types in it
Better fix for TypeLibrary tests
Fix possible NRE in TypeLibrary.GetType( Type )
Simplify TypeLoader now that System types are in TypeLibrary
Tweaked MemberAccess test again
Double-check only public system members are included
Log included system types in MemberAccess test
Test for TypeDescription.Create<>() with forbidden constructors
Don't allow TypeDescription.Create<T> for types with forbidden constructors
Unit test fix
Made everything else protected
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
Hide placeholder model.
Setup detect pos.
CallbackBatch deals with calling adding inside execute
Make CallbackBatch awesomer
merge from sign_paint_improvements
merge from shot_through_fix
merge from building_skins_4
Fixed RPCSyncJoints being editor only
Fix missing player in volume fog scene
Batch component callbacks nicer
Leaderboard backup, run #7756
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Merge ServerSideRagdolls -> Main. On by default, but can be disabled with 'serversideragdolls false' if needed.
Revert to letting corpse getting destroyed if parent is destroyed, due to errors on the trigger when destroying parents. "Cannot set the parent of the GameObject '{corpse}' while activating or deactivating the parent GameObject '{parent}'."
Improve dropped item behaviour when parent is destroyed
Don't destroy ragdolls when parent is destroyed
Merged shelter changes into main.
Should fix NRE experienced by staging players.
Adjusted some shack item properties.
Fixed lots of placement issues with the shelter.
Animals now react to the shelter as an obstacle.
Can't place bags through the walls.
Visual threshold implementation
Merge ServerSideRagdolls -> Aux2
Remove SetRenderAttributesForEnvironmentMap, Handshakes, ChooseEnvironmentMap and envmap bindings (cya), we're been GPU-driven for quite some time now
Added a separate useAimOffsetLayer toggle to Held Entities so that the aim offset layer can be disabled while also disabling spine ik
Serversideragdolls convar now also adjust physics layer collisions, and is properly replicated + saved
EmissionOffsetStepped is now client only and won't run if the camera is further than 15m away
removed duplicate lod group
progress - texture set #3
Tweak ControlWidget creation so the value doesn't pop in a frame later
Tags show differently depending on whether they're inherited or not
Added OnTagsChanged, tags cascade to child objects
Setup random variants to roof's bottomline prefabs
VR texture submit supports full depth submit (but we're not passing depth just yet)
Pass depth buffer to submit
Test for TypeDescription.Create<>() with forbidden constructors
Don't allow TypeDescription.Create<T> for types with forbidden constructors
Remove locked crate icon from map when any item is removed from a hacked crate
Add slider to control brush spacing
Add paint.brushSpacing convar to control it from binds too