254,393 Commits over 3,990 Days - 2.66cph!
Added all fonts to the font fallback settings scriptable
Removed RobotoCondensed Hotkey TMP asset, was only used in the beltbar
Fish & skull ownership item prefab changes
Add ownership when gutting item from fish / crushing skulls
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merge fro io_research_table
Fix compile errors from item ownership
Optimized brick_corner meshes for lightmaps
Merge from item_ownership -> aux2
Updated the language selection dropdown to use proper fonts instead of fallbacks
wooden_floor_b_blend .meta
added wooden_floor_b blend material
https://files.facepunch.com/jason/1b1711b1/sbox-dev_VToHk5RuXf.png
Can damage any explosive to blow it up
Not sure how this can happen really, but okay..
eject_9mm uses our own 9x19 bullet casing instead of Rust
Tweaked eject particle direction, and mp5 vm eject orientation
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Use `FileWatch.SuppressWatchers` to prevent error spam while downloading library files.
Only download new/changed files when updating a Library, delete any that no longer exist, and download files in parallel.
Remove duplicate key to fix resource compilation
Fixed OnInspectorGUI NRE when clicking on a TMP sub mesh
Changed how we handle font fallbacks:
Instead of using a single fallback list, each language now has its own fallback list that gets applied when switching languages, defined in a scriptable object
This prevents some fuckery with strings using characters from multiple fonts
Example: a Japanese word that shared characters with the Chinese font ended up using 3 fonts: Chinese, Chinese Dynamic, and Japanese - now it just uses the Japanese font
Merge main -> aux2 (keep destination codegen)
Update: WaterLevel - rewrite WaterSystem GetIgnore serial chunk in batch form
This eliminates the other "jobify/batch" todo. Think I'll do a bit of cleanup, add more tests and get ready to merge to staging for stewing.
Tests: ran unit tests. Ran araound on craggy and checked a couple results of water checks.
Update: WaterCollision - add batch version for GetIgnore that does an overlap capsule test
Needed to get replace last serial chunk in batched WaterLevel.GetWaterInfos
Tests: none, compiled in editor
Update: GamePhisycs - added OverlapCapsule and CheckCapsure that use Unity jobs
Turns out I'll need it to support WaterCollision.GetIgnore(start, end...)
Tests: none, just compile
added terrazzo_tiles_a material
https://files.facepunch.com/jason/1b1711b1/sbox-dev_WGORKJwdYl.png
added wooden_floor_a material
Re-run protobuf generation
Fixed reported NRE in BaseCarryable
added floor_tile_03 material
merge from main -> item_ownership
Post reload events to the viewmodel only, they're only useful there
particle updates
removed loops
- Make 1 honeycomb every 5 minutes
- Multiply growth rate by nucleus grade. Grade 2 is 50% faster. Grade 3 is 100% faster
- Another balancing pass on XP
LibraryDetail version now updates the ComboBox upon downloading a new version of the Library. Resolves Facepunch/sbox-issues#7669
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Fixed beehive not generating honeycomb
Fixed info and loot panel issues
- Made fancy display showing current xp of nucleus and xp required for the next level up