250,302 Commits over 3,959 Days - 2.63cph!
Crumbling platform
update spritetool
Deleted old battering ram prefab
SiegeTower DoPrepare
Restored catapult constructable mats
Manifest
Remove "Component" from Sprite/Tileset Titles, add [Tint] to each
Fix NREs when hotloading
Added 2D Sprite and 2D Tileset prefab templates
https://files.facepunch.com/CarsonKompon/2024/November/07_08-25-LightyellowLynx.png
Fix issues with setting SpriteComponent.Sprite to/from null
Updated example scene
Moved everything from Assets/Prefabs/SiegeWeapons/ to Assets/Content/Vehicles/SiegeWeapons/
Cleaned up obsolete prefabs
PanelTraversalSystem: Refactor root panel focus, in case a modal pops up in the way, or any other overlay
Can pop modals
PanelTraversalSystem: pop modal one-by-one if hitting B on controller
Proper Tileset Bounds calculation for any Rotation
https://files.facepunch.com/CarsonKompon/2024/November/07_08-07-PoisedMorpho.mp4
jungle building skin atlas textures, material and initial test meshes
Temp hack for the moment
Camera bounds
Broke input actions, whoops
Properly reset all state when client wolf is recycled
Initialize previous position properly to avoid large deltas when spawning and pooling
Implemented catapult rig
Retargeted placeholder anims
Implement stubbed Search Bar in HomeWidget, moving it outside of the filters popup
https://files.facepunch.com/CarsonKompon/2024/November/07_07-14-FakeMillipede.mp4
Battering ram fuel gauge
Minor tweaks and NRE fixes
Can now click on a TilesetComponent to select it in object mode
https://files.facepunch.com/CarsonKompon/2024/November/07_06-54-BasicDonkey.mp4
Tidy/refactor search widget, asset type filtering works in both flat and normal views
Make sure picker-enforced filters are shown in the search widget, disable user editing
Fix wolves looking behind them for too long when fleeing
Clip tile bounds to geometry
Limit navmesh generation parallelism
Bump cell Height to 4
This avoids issues when tiles are very tall (Z).
Potentially decreases generation quality a little, but so far it looks fine.
Fix debug draw triangle offset
Better tiling defaults
Removed debug logs
Fix wolves jumping excessively high to reach unreachable players
Tweak leap trajectory to be more believeable
Prevent TilesetTool from being able to place out-of-bounds, throwing a warning
Fixed pulling interaction not reappearing after being canceled server side
Re grouping hierachy of catapult wheels
Fix asset type filters excluding compiled assets that should be shown, resolves Facepunch/sbox-issues#6814
Grenade launcher weapon fx de-crappification.
Added missing LOD and mesh convars
Create assets/folders from sidebar folder nodes
Use AppIsDedicatedServer() to determine if should print warning log in texturebase. Don't run Panel.TickInternal if we're a dedicated server - makes no sense for Panels to even exist.
Make dedicated server console window title s&box Dedicated Server
We can omit this warning too if we're a dedicated server
More rendering settings, condensing others.
Keep original generate signature
Simplify physics geometry collection
Separating catapult wheels into separate mesh pieces
merge from
107427 fix_community_ui_nre
Reparented some subemitters like this version of Unity wants them to be, even though the old layout seemed to work fine.
Leaderboard backup, run #
15221
difficulty label colors
more leaderboards
lock button
remember last difficulty
show difficulty on pause menu
easy player sprite
some easy changes
New lingering puffs & secondaries to grenades.
Add +hostname support for dedicated servers. For now, just so we have a way of seeing them, bundle dedicated servers in with other lobbies when querying lobbies so they show in the lobby list for a game.