248,575 Commits over 3,928 Days - 2.64cph!
made f1 grenade world model have the ring and lever, removed it from thrown projectile, investigating skin material not displaying correctly - needs enabling in workshop and adding to entity prefab which is 3rd person held prefab
Facepunch.ActionGraphs 1.9 API changes
Facepunch.ActionGraphs 1.9 API changes
Fix possible exception when compiling graphs calling returning methods
Compile a throwing graph if exception thrown during compilation
Implemented new battering ram animations
Changed the damage logic
flash grenade world model
USP darken slide
Explicitly set fields/props to null when deserializing (#1728)
Fix deserialize no longer being called
Bugfix: reset stream position after copying data
- Backups was using a stream with a cursor at the end, so it was sending 0-length content
Tests: ran in test env, was able to download non-empty files
Merge pull request #8 from Facepunch/FixEmptyBackups
Bugfix: Send full backup files
Bugfix: reset stream position after copying data
- Backups was using a stream with a cursor at the end, so it was sending 0-length content
Tests: ran in test env, was able to download non-empty files
Merge: from mapuploader_retry_exc
Fixes an exception when map uploading fails and it tries to incorrectly retry.
Tests: in editor's procgen server - hardcoded a failure point on first attempt, 2nd attempt managed to send it off properly.
Bugfix: Recache map uploading stream to avoid using a disposed one
In the rare event that the first request was sent & failed, it would consume and dispose the stream linked to it, preventing us from using it in the next retry.
Tests: in editor's procgen server - hardcoded a failure point on first attempt, 2nd attempt managed to send it off properly.
Only breakfromprefab during serialization when undoing
edited the minicrossbow vm rotation curve for the barrel on viewmodel prefab
Fix default values for properties
Setup new scientist animation system
Update Facepunch.ActionGraphs to 1.9
* Fix graph compilation times
* Compiled graphs avoid allocations where possible
* Compiled graph performance is now much closer to C#
* Cleaner node definition API
* Groundwork for new features #1667
Remove cl_threaded_client_leaf_system
It was disabled in 2016.
Do not break Lua created hidden/unregistered convars
Have Sync.Query set the SyncFlags.Query flag
Remove cl_threaded_client_leaf_system
It was disabled in 2016.
Do not break Lua created hidden/unregistered convars
Find returns empty categories too
Make categories a toggle, like in game
Fix coercing null values
Explicitly specify types of default values
Cherrypick
99260 (make VectorData & Half3 IEquatable)
merge from fix_battery_charge_left -> main
Add `set_battery_charge` admin command to manually modify battery charge
Update fix titles to be more specific
SyncFlag -> SyncFlags. Support SyncFlags.Query - replacement for Query = true. Add Code Fixer for Query named argument - auto combine flags in fix if already exists.
Fix battery showing "5m" of charge left instead of "24hr 5m" when >24hrs charge left
Expose category tree and package properties to package find results
Package category tree
WIP filter, allow discovering WIP games
Add IActionGraphDelegate.DelegateType
super basic in-editor marching cube setup to make experimenting a bit easier
Merge from qol_scope_zoom_toast -> main
IActionGraphDelegates can now be created from Type delegateType
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Updated knight armour 4k textures
exported 3p shield anims correctly and turned 'write defaults' back on for the metal shield idle in player animation controller
Fix scientist corpse prefab ID not being updated after folder move
replaced greybox volumes with the wip floor kit in ruins
Use engine PlayerController
Fix warnings