243,386 Commits over 3,898 Days - 2.60cph!
Fix Vector2.Json serialization only loading x value when supplying string as json object and not number array. Also updated function summaries that said "vector4" instead of "vector2"
Vector2Int and Vector3Int values now serialize to/from JSON properly. Resolves Facepunch/sbox-issues#5821
Created Vector2Int/Vector3Int ControlWidgets. Resolves Facepunch/sbox-issues#5606
Refactored wire checks and fixed a missing Pool.FreeList
Fix new game objects created thru heirarchy context menu always spawning at 0,0,0
Update: Fixing all deprecated uses of Pool since merge from main
Tests: built all targets
Update: merge from main
Tests: built all targets
Added tin can alarm to T1 tech tree
Updated craft recipe
This only needs to be a warning
merge from pickup_item_number_size
merge from SBToolCupboard
merge from homing_spectate_fix
merge from patrolheli_fixes/dmgfx
merge from hurt_overlay_changes
unique environment - lake_a scene setup
Make sure you can't adjust the wire slack if you don't have a pending wire, will limit accidental slack changes
Sike
Buy sound now invoked on the vendor game object as a whole rather than the machine inside
Adjusted to a tiny sound
Prefab preload: preload into a dummy scene
Revert "Populate Json reflection cache in Json.Initialize"
This reverts commit c0f2f57fc0a12a43ca0b73f3e3bf934a260bd69b.
We don't need this if we preload prefabs
Placeholder logic to have wolves react to another wolf being hit nearby
DPV 3rd person animation updated and sit DPV paramameters edited on the playeranimation controller so the anims kick in quicker
Add convar to toggle fsm logging
Update: Pool uses warnings instead of errors for deprecated API
Motivation: This will prevent causing errors for our modders/existing plugins and send a message that it needs to be updated. I'll remove these deprecated APIs next patch cycle.
- Also removed a couple TODO since they're either not viable for now or complete.
Tests: none
Increased sound radius
Parking changes for now
Update: Replacing all calls to Pool.GetList with Get<List<T>>
Now that we're cleaning up lists automatically when we call Free or FreeUnamnaged, GetList lost it's use. Replacement was done via regex + added using namepsace statements where missing. This affected ~740 cases.
Tests: Built all targets.
Added Natural Dye set and some colours
Hair Dye properties work with the standard shader (just colour for now)
Hair Cap no longer does incorrect gamma adjustment
merge from temperate cliffs rework
Preload all prefabs when loading a scene
Fixed vehicles and trains not triggering the alarm
Added a 1 second delay before the same entity can trigger the alarm again
Add ParticleModelRenderer
Delete ParticleModelRenderer.cs
Merge from dynamic_vendor_pricing
Clamp PriceUpdateFrequency
Close the recorder window after completion.
Fixed the tunnels no build volumes I missed
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Restore skeleton compile to how it used to be, we're missing optimizations by just keeping every bone no matter what
particle.collision uses particle model renderer
Rename context menu.
Support finding deployable item prefabs.
Cleaned up batch render process visually (tidily reset rotation, toggle rotation, delays, etc).
Strip out blank URLS.
Update: Marking Pool.GetList as obsolete
- Also bringing back list clearing on GetList invokation - to avoid breaking mods suddenly
Tests: built all targets
Update ParticleModelRenderer to use listener
Update: Changing ProtoBuff codegen to use Pool.Get<List<T>>
This eliminates 680 cases of GetList<T> use, which is about 40%.
- CodeGenerator built in debug conf with commit 7d37b927 (FreeList-Depr branch)
Tests: built all targets.
Update: Deprecation of Pool.FreeList API
We now generate either Free call for classes (as they are IPooled) or FreeUnmanaged
Update: Replacing Pool.FreeMemoryStream with FreeUnmanaged
Update: Use Pool.Get<List<T>> instead of GetList<T>
I'm deprecating Pool.GetList<T>, this updates the stale codegen.
Update: Use Pool.Get<List<T>> instead of GetList<T>
I'm deprecating Pool.GetList<T>, this updates the stale codegen.
Fix LineRenderer bug
ParticleFloat, ParticleGradient have evaluations where you pass in the particle , which reduces the risk of fucking up the parameters
Move ParticleRenderer's into own folder
ParticleController has OnParticleCreated
Add Particle.BaseListener - allows creating of classes that run on particle create, update and destroy - with instance data and guaranteed destroy
Add ParticleLightRenderer