252,946 Commits over 3,990 Days - 2.64cph!
Update: consolidating CompanionServerTests logic
Now that patterns are relatively clear we can simplify logic. This'll make adding the remaining 19 tests faster/easier.
Tests: ran new tests
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Fix api page getting too wide
Api search debounce
Style update
Post reports to slack
Multithread filtering triangles out of tile bounds, and transforming the triangles from mesh space to world space
tin can alarm gibs new setup with centred pivots and enabled precision, fixed it falling through floor
Add a bit of failure protection in CInputSystem::AddGameController - with intent to rewrite this
Server workspace name fix
Merge branch 'master' of JenkinsTools
Add LineRenderer.CastShadows
Fix local space particle lag, don't move particle on first frame
Reworked how we handle broken state, entity is now properly destroyed when a shield is broken rather than just becoming invisible
Added debug.breakshield convar
Should be fine, it shouldn't be using much memory and we need it for VertexDetail
Leaderboard backup, run #
12847
Add GameObjectSystem.StartUpdate
Add Plane.Position
Move the Physics DebugDraw to ScenePhysicsSystem
Add GameObjectSystem.Stage.SceneLoaded
Add Stage.StartFixedUpdate, Stage.FinishFixedUpdate
Drop the shield when a player dies if it's equipped (like the current held entity)
World model
Compile fixes
Revert this to be safe, I think it's using up a lot of memory
Adding render mesh to ray trace env adds the vertices so the mesh trace result can access them
Fixed some parts of ADS still working when a shield is equipped
Remove shield viewmodel component, set up placeholder animator states and surface logic there instead
Added some help text to the gesture picker
Include byte[] pooling stats for networking
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Flush memory pool size every 5 minutes for runtime profiling
Try not linking stacktranslate, it shouldn't exist anymore?
Sort map objects by parent and child so that the parent gameobject should exist when building the hierarchy
Use parent name and target name to build game object hierarchy for map objects https://files.facepunch.com/layla/1b3111b1/sbox-dev_2kuoiBBYGD.mp4
Reapplied animator changes from RPS branch
Fixed player gesture layer not fading out after a one shot gesture
Show "Blocked by X" when blocked by a building block
Failed SphereCheck and AreaCheck will now show "Not stable enough" by default instead of "Not enough space"
Merge main -> TrainDecouplingImprovements
Add a preview video field to gesture configs
Added test videos for most of the gestures
Fixed reset default option deleting the surrnder gesture
Provide targetname and parentname in ObjectEntry
BuildingProximity error messages localized
Updated "Placing through walls" error for "Line of sight blocked"
NPC localization compile fix
Add Sound.Play with mixer, this is common enough to justify adding it
Fix layer index on Tile Tools
Add EraseTileTool. Choose when preview tile renders
Added Shortcuts using new Shortcut attribute
Don't draw tileset tool sceneobject when no subtool is selected
https://files.facepunch.com/CarsonKompon/2024/July/30_20-54-LivelyAldabratortoise.mp4
Add Sqrt shader node
Fix shadergraph save shortcut breaking after keybinds merge
Merge from hackweek_crudegestures/rps
Make SetTool and SetSubTool public so they are accessible to editor libraries
Fix options menu not having a body section enabled by default
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Turn off r/w on tin can gibs mesh
Enable useContinuousCollision on tin can gibs, they are so tiny they are falling through objects
Fixed create gibs in scene button not working in editor
Fixed a rotation error in editor
Remove optional argument from GetMethodsWithAttribute and instead have an overload with the parameter required. This should solve tests failing.
Updated helis dummy repair item names so we can display accurate building errors
Added new "Blocked by X" building errors for players, horses, modular cars and scientist npcs
Localized NPC names
Unify the names of all tool shortcuts
Rebuild Keybind List widget on hotload (when Shortcuts are added/removed). Order Shortcuts alphabetically so list order isn't random
Add Shortcut for Object Tool, and only allow Subtool Shortcuts if proper parent Tool
updated WorkCartDecals_albedo
Unauthorised is now correctly spelded