252,224 Commits over 3,990 Days - 2.63cph!
Added TerrainAnchor.SlopeScale (scales anchor extents and offset as they are increasingly rotated, including its edit-time gizmos for easier tweaking)
Update FP.Nexus - fix failing to receive larger messages
Fix failing to receive large messages
Fix errors related to messaging not making it into the logs
world_update_2 -> world_update_2/radioactive_water
Prefab<T> caches PrefabAttribute on repeat calls
Ensured new nametag behaviour respects user setting nametags to true
Nametags are now re-enabled in basically every case when leaving a demo
Merge: from /main/expand_ipooled
Tests: tested all modes in editor, built client and server binaries, tried 2p local multiplayer - coor loop was good.
Merge: from main
I've reached a good checkpoint, so prepping to merge back to staging
Tests: tested all modes in editor, built client and server binaries, tried 2p local multiplayer - coor loop was good.
waterwell shopkeeper materials
First stab at fixing demos not re-enabling tags:
-Removed rendundant nametag enabled check
-Force an attempt at re-enabling tags anyway
Updated digital clock protection values
Applied the auto size settings from
103449 to the new accessibility colour dropdowns
Boosts active vitals SetText isLocalized = true
Updated Standing Coat Hanger Prop Textures to decrease the amount of rust and to add some height/normal details
Localized "Boosts active" vital
Add optional size for Sdf3DWorld
Add Screen.DesktopScale
Add ScreenPanel.ScaleStrategy - allows easily setting scaling to match desktop scale
Menu + Avatar scale matches desktop
Fix selection highlight not updating
DevUI uses desktop scale
Add Panel.SelectAllInChildren, UnselectAllInChildren
These allow easily add Ctrl+A behaviour
Don't draw the selection highlight as abrasively
Can view stack trace using in game console
oilrig small and gas station S2P
Fixed wood ladder prefab using outdated material definition
Converted to MeshLOD along the way
fixed compound bbq being hidden away inside a building - put back in party area
Expose OnPlayerLanded event instead of checking on update in every ability that needs to know
fixed driftwood_set_3 incorrectly set lods
Update: TokenBucket implements IPooled
Tests: none, trivial changes
added terrain filter checks to coastal rocks
Update: Sliced-/GranularAudioClip.Grain now implement IPooled
Didn't realize there were extra similar types, added.
Tests: None, trivial changes
More control over heights
Add ducking, camera follows character height loosely
Use math.tau in some places instead of 2π (#2104)
Reverted server rules text to use Unity's legacy text, so symbol characters work out of the box
servers rules aren't localized anyway, so there's no need to use RustText here
Update: Planner.Guide.Snapping implements IPooled
Another candidate for struct conversion - added it to the task.
Tests: tested with laser light snapping - still snaps
Added Rate Game/Rate Map option to GameTile right click menu
Add "Played But Not Rated" section to Game Jam page
Play specific landing sounds based on speed
Player footsteps, double jump sound and effects
decal_brick_damage_a meta
Merge from ai_wolf_iteration
Self intersecting polygon bug on Food_Cache_005
Ability, DoubleJumpAbility - testing the waters for a good enough API for this
Typo In Motor Tool (#2102)
Fixes garrysmod-issues/issues/5976