248,612 Commits over 3,928 Days - 2.64cph!
Add Ragdoll.StartAsleep, put to sleep on first update because joints are created in OnStart so sleeping has to happen after that
Don't use MarkDirty in collider, it is causing a double collider rebuild, in turn causing rigidbody start asleep to not work
Merge polyflags and areas into one concept (areaflags)
Set these hidden flags on creation too
Add properties to ragdoll to show rigidbodies, colliders, joints
Removed the mass enabling/disabling of all TMP texts when opening/closing the main menu, hud and inventory
Saves around 40ms and reduces GC allocation by 200kb every time the main menu is opened
Fix Gizmo.Control.Capsule (has it ever worked properly?)
Cloud Browser: Add ability to uninstall multiselect assets, resolves Facepunch/sbox-issues#7097
Fixed not being able to select ModelRenderers while drawing gizmos was disabled, resolves Facepunch/sbox-issues#7100
Regenerated Chinese, Korean and Japanese static fonts
Added empty dynamic fallback fonts for each of them
Cleaned up the fonts folder (without breaking the community UI this time)
Add Reset to Default button in InputPage, to restore to common inputs, resolves Facepunch/sbox-issues#7109
Deploying to gh-pages from @ Facepunch/recastnavigation@7efacd65d0620b39c4ece43fba7c4c0e72b9aba1 🚀
Enable 64bits for poly references
Again since we are only targeting x64 this does not have a performance impact.
Memory usage will be slightly increased, but only if many refs are held by the user.
Pull latest changes from FP recastnavigation fork
Among upstream recast changes this also includes a change to:
Bump RC_SPAN_HEIGHT_BITS from 13 to 16
Increasing the bits used, will yield more accurate height information in the generated navmesh voxels & polys.
This does not change the size of rcSpan on x64 platforms. (See https://godbolt.org/z/4eKq45daK)
Therefore, this is free accuracy improvement without perf or memory impact.
Baseline of a tool generating static fonts based on localization content
Don't consider cells inside a triangle if the triangle just touches the cell
Get rid of SetBody, just return it
Tast async while
Restore this fbx blend shape normals code, at the time it was fucked but now it looks correct, recursive destroy on fbx mesh copies may have been causing it - Fixes incorrect normal smoothing on fbx meshes that include morphs that aren't being used
Allow create model context menu item for fbx, obj, dmx
Deploying to gh-pages from @ Facepunch/recastnavigation@ac488df6fe9a3c2575e36c4eddc5b03815891b5f 🚀
Removed unused dividePoly function see a4e1e2b
Call WriteProgramToBuffer from c#
Fix old compile routine crashing
ByteStream WriteArray optional count
Fix shader compile
Deploying to gh-pages from @ Facepunch/recastnavigation@217f9d61e5a45e71722fa58f21345a117a81c9bc 🚀
Bump RC_SPAN_HEIGHT_BITS from 13 to 16
Increasing the bits used, will yield more accurate height information in the generated navmesh polys.
This does not change the size of rcSpan on x64 plattforms. (See https://godbolt.org/z/4eKq45daK)
x64 is the only platform we are targeting for s&box and Rust. Therefore, this is free accuracy improvement without perf or memory impact.
Deploying to gh-pages from @ Facepunch/recastnavigation@a4e1e2bbfc518e12fd3b582e4d4aeae9b5d81cb2 🚀
Fix bug leading to stack smashing
Fixes recastnavigation/recastnavigation#687
To address this, I basically reverted recastnavigation/recastnavigation@e063ba6
& recastnavigation/recastnavigation@adcd4f4 which seem to be the most likely culprit for the issue. Contrary to the commit message in e063ba6, which claims that the changes made are an optimization, reverting the changes had no measurable impact on performance.
Delete infectedwoundrenderdata
Delete public/assetrename
Fix default for params arg
Remove some unused code from src/common
Fix some ContinueWith cases
Fix wolves not fleeing when damaged when their target is inside a safe zone
Move VCS writing code to CVfx
If a scientist loses sight of you and you pop from another angle they don't expect, they'll take more time to flick their crosshair to you
If you reappear in the exact same spot though, they won't need to move their crosshair so they'll just shoot based on the average human reaction time
Different main menu music
Dead cubemap rendering code
Added some music, add ArenaManager.Instance
Remove dead code
Pass VfxCompiledShaderInfo_t straight into CVfxByteCodeManager
Expose navlink ConnectionRadius