3,572 Commits over 1,552 Days - 0.10cph!
[interop] Don't create handle stuff in static functions
Don't init VR if we're a console app
Don't print vulkan device info if we're a console app
Remove unused
Unused
Remove unsued
Update test packages
Update cecil
Update skia to 3.1
Remove vfc.exe - unused
prove me wrong - I want to minimize the entry points for shader compiling
Remove unused mathlib class
in Material.Lerp, normalize after lerping normals
Include ReflectionTextureColor in all the layers
@samzanemesis might wanna check this is the right thing to do
build shaders
Editor buttons desaturate when disabled/readonly
New RPC api + code upgrader foundation
Published packages don't include dlls
Update PlayerController animator params
PlayerController copy clothes better
PlayerController increase skin slightly, prevents sliding down slopes
PlayerController creates collision on a child GameObject, so it can have different tags set etc
PlayerController - delete existing BoxCollider, CapsuleCollider if they exist
PlayerController - don't recreate Colliders GameObject if we have a child named that already
PlayerController: Fix ducking slightly when standing on small shit
GameObject serializing survives when a child is somehow added during serialization
Revert "Use IClimbingMode interface in PlayerController"
This reverts commit 5fc097414bfb1ef7da5e2f75b35c11c358641200.
Fix warning
Add dark_descent and cat_harvest package tests
SteamId can be converted to from an int, but will give a warning
Fix code archive not using correct CSharpParseOptions
Don't debug output xml parse errors
Add more package tests
Fix not switching assembly during hotload
Server sends code archive instead of assembly
Client compiles code archives
Don't try to compile code archives on local packages
Make Connection.SteamId and PartyId a SteamId
Make Game.SteamId a SteamId
Networking.TryConnectSteamId takes a SteamId
Add SteamId.AccountType
Add steamid to bytepack
GameObject.Network is a class !!!!!!
Use uncompiled assemblies (#1714)
Shader rebuild process (#1713)
* Add * option to vfxcompile
* Delete older shader build scripts
* Remove cs_surface_interactions
* Always output combo count if it's over 1000
* Strip some lesser used stuff from spritecard to get the compile time/size under control
* Build shaders as part of ci, so they can't be out of date (we should still manually build and commit though!)
Tweak EventManager flushing
Services Update
Hook up Package.Data
GameModal now correctly uses GameConfig from backend
Fix "no screenshots" being thin
After purchase, keep refreshing until we have the item
Indicate when you already own items
Fix NRE in PrefabFile.PostReload
Fix NRE in CloudBrowser
Uninstanced prefabs (#1708)
Can retrieve components and child gameobjects from uninstanced Prefabs
Print a list of new items in console after check out
Expose PerChannel<T>.Get and Set
Ignore calls to Scene.Parent.set
Iterate children nicer in PostDeserialize, in case children get added/removed during deserializing
which they do - like when creating attachments
Add GameObject constructor which takes a parent
Fix HasUnsavedChanges being sucked into GameResource
GameObject's FindByGuid will find prefabs (allows networking prefabs over RPC)
Change prefab icon color
Add GameObject.GetPrefab( string )
Add GameObject.IsDestroyed - to detect objects that have Destroy() called on them, but haven't been destroyed enough to be IsValid false yet
Don't return components on objects that are IsDestroyed
Add a bunch of stats to ingame console
Handle TcpSocket not being able to start more gracefully
Remove old SCENEOBJECTFLAG_HIDEINFIRSTPERSON
Remove old SCENEOBJECTFLAG_SUPPORTS_ENV_INTERACTION
Write GameOverlay depth to main scene, so things like bloom layer don't render over it
Hackweek resource extensions (#1694)
I don't think this is complete - but it's a good start
Update ProfileImage.razor.scss
Fix NRE in PackageTagFilter
Fix NRE in AssetPicker
Warn not error when fail to get player stats
Cancel loading if package fails to download
Fix bootstrap exception when trying to show compile errors
Fix NRE when loading a font, if font loading failed
Fix NRE in GameObjectNode.Drop
Log SSL errors
Don't show make owner on self if we're the owner
More scrolling on store page
Can preview unowned items in avatar editor
Fix achievements link
Fix Invite To Party showing on friends who are in the, add transfer owner option
Rebuild player image when party owner state changes
Removed unused core models
Relocate the human model to the citizen addon
Add Resource.HasUnsavedChanges, Resource.StateHasChanged()
Add Asset.HasSourceFile, Asset.HasCompiledFile
Asset inspector's save option doesn't show if cloud or compiled, save option uses HasUnsavedChanges
Clean up GameResource loading
* Always expect to load from a compiled version
* Single function to load from data instead of separate data + json
* Make LastSavedHash private
Reload/import GameResource assets after project is fully loaded in editor
Don't update "LastSavedSourceHash" if not in editor
Don't reload asset on saving, causes double load - because we'll load after compile
Make GameResource.Serialize() public, add OnJsonSerialize
Make GameResource.Deserialize public
Cleanup unused usings
Use Parallel.For( for particles
Lets try setting the min/max threads
Use ReplaceWith in WalkJsonTree instead of doing it manually
Use JsonObject.DeepClone() instead of Deserialize<DeepClone>
Make EnableFootstepSounds on PlayerController work
Switch from net7 to net9
* Update your Visual Studio to 17.12.0!
Add NETSDK1138 no nowarn
Make writing clothing more deterministic
When dressing, if we have a citizen model - but not a human model, make clothing invalid