248,584 Commits over 3,928 Days - 2.64cph!
Fix LINQ Exception when different typed objects are selected for inspection
Fixes sbox-issues/issues/7106
Updated muzzle boost description
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Merge from delete_entity_by_id
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Merge from fishtrap_restart
Merge from clearUGCByPlayer_fix
Merge from version_auto_printout
Humans: added CrouchWalk_E & CrouchWalk_W
Humans: disabled AO proxy nodes now that AO proxy support has been removed
Fix undo for convert to prefab
Fixes sbox-issues/issues/7009
This only converts the prefab back to an independent GO.
It does not undo the creation of the prefab asset and that's good, I don't think we should ever delete files via undo.
Dont query for lobbies if we're in the screen for making a lobby
Run the version command on client startup
Show map title in round UI
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Fixed main menu pointer events being kinda wonky
New session list and session creator, can tickbox friendsonly
Fixed weirdness when applying a door to the Siegetower
merge from clientserver_entityfinder_tool
Minor emission consistency tweak between the two variants.
Brightness scaling material fix.
Naming cleanup.
Finalized update.
Texture optimization.
Re-implement GraphNodeDefinition
FakePhysicsRope no longer depends on line renderer. Also setup as a ClientComponent
Fix all / any nodes involving tasks
Add Friend.Nickname to get Steam nicknames for players
Expose FriendGameInfo.GameID so you can see what appID friends are playing
Simplify async validation
- Integrate clouds with WeatherPreset/Climate. Cloud configs transition with weather. Randomly chosen from list of configs on WeatherPreset or default list in Climate. Presets can also include a storm/overcast region.
- Weather map scrolling uses EnvSync time
- Some other adjustments
Fixed a crash with ConVarExists
Some cleanup
Some work on any / all nodes
Simpler variable assignment validation
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Parameter flags rework, fix sorting nodes
Converted Screen sub options UI to a prefab.
More UI setup.
Standardised caps and formating across all graphics options.
Clean: remove unused "Profile.cs" script
Tests: made sure ditor compiles
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Update: don't annotate UnityEngine.CoreModule funcs
It has a lot of small functions, so it inflates the profile by quite a bit as well as adds overhead to small loops.
Tests: tested in editor on Craggy
Cant push the siegetower if you are on a drawbridge
Update: don't annotate UnityEngine.CoreModule
It has a lot of small functions, so it inflates the profile by quite a bit as well as adds overhead to tight loops.
Tests: tested in editor on Craggy
Fix undo when dropping a Material on to an object
Explicitly set fields/props to null when deserializing
Update: Reduce default frame count for perf snapshot to 4
Going to max(10) by default is too much - on a 150 pop release server that tried to produce 3.5GB json snapshot. I'm expecting 4 to give us a 1 GB profile
Tests: took a snapshot on Craggy in editor - it took 4 frames
Update: Reduce main buffer relocations when processing generating json snapshot
- Also report total marks instead of max to allow predicting how big the snapshot is in case of failure
Will help with reducing GC activity on the server, hopefully also reducing the generation time.
Tests: locally on Craggy in editor took a couple snapshots - no issues
Siegetower drawbridges parent and unparent parents if they are on the drawbridges when opened/closed
Reject occluded objects, tweak gather & shader
Quite conservative right now and not perfect