249,809 Commits over 3,959 Days - 2.63cph!
RandomSpawnAssigner can pick team-occupied spawnpoints
- Increase tow rope resolution
- Increase length slightly from the optimal distance in order to make the rope slightly slack
- Setup lead points on visuals to try and make the rope -> transform rope a little nicer
Get rid of crouch speed fluff
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Slightly grey out any recipe names that we don't have the ingredients for.
Update to use new refinery map files/prefabs
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Fix path widget error with meta locations
Added lead point support to fake physics rope
Tweaked AO intensity on all rock formations to prevent overdarkening
Display distance on dragged sound in PreviewSound widget
PreviewSound Falloff preview updates as you edit the Curve
Shift clicking a recipe adds ingredients for the maximum affordable items.
Misc fixes.
Renamed tdm_test to edinburgh, fixed references
Update Model Viewer to use Features
Merge: from main
Tests: none
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Merge: from main
Tests: none(trivial merge)
Merge from ai_wolf_iteration (huge perf boost)
Fixed deployable spawning with the wrong health (introduced by 106680)
Store fsm transitions in the state themselves to avoid having to do dictionary lookups, makes wolves twice as performant
Add Vector3.SmoothDamped, Vector3.SpringDamped
Add HeaderAttribute, SpaceAttribute , HelpUrlAttribute
Keep General feature first always
Add ParticleModelEmitter
Add ParticleTextRenderer
Add SceneVolume system
Seal up some classes
Add DspVolume
Failing tests reproducing Facepunch/sbox-issues#6731
Fix Facepunch/sbox-issues#6731
Clean up string.To{Numeric} extension methods
Use Vector3.SpringDamped for the camera
Update PlayerController
Create particle.text.scene
All of these are in engine now
Updated Catapult Explosive Ammo Textures and Materials
- Optimize the fsm transitions that are called often: cache distance to target (per frame) and components
- Optimize roaming and flee: don't project all points in a circle around the wolf, once points are scored, early out after both nav projection and path succeed
- Remove allocation caused by List.GetRange in GetFirstReachablePointInTopPct
- Remove transitions updates (time elapsed now uses a timestamp)
- Add more TimeWarning coverage
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Close modals if we hit back button
Modify Camera Zone
Stage 2c updates
Update Input.config for menu project
Correctly include mixing table inventory (or not) in affordabilty checks.
Fix asset dependency list with new browser
Save/restore asset inspector tabs to cookie
Repeat clicking a recipe will add another set of ingredients to the mixing table.
Refactored some affordability and logic to handle this.
-Ballista Added detail blockout ready for rigging
Merge: from remove_editor_update
Removes around 1.5ms from 6k world in the editor and fixes longstanding bugs with the decal editing.
Tests: Created a bunch of decals, modified their properties(changes visible), deleted them(no NREs), ran in game - still visible.
Hook in correct minimap path
Merge: from main
Tests: none(trivial merge)
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BC: fixing cloth flinging away with large rotation changes
- changed rotation origin to use player model transform's rotation, rather than its rotation field, as it depicts body root rotation better
- made collision distance thresholds tunable and brought it down on the dracula cape due to its bone density
- brought the floor up on the dracula cape damping curve slightly