240,282 Commits over 3,867 Days - 2.59cph!
Delete unused network related functions
Fixed bug if markers list was 0 and was trying to be accessed,
Main merge - resolved conflicts
Protobuf
Map Instance additions
Soundscape box/ radius (local for the moment)
Gradient Fog
Prop scaling
Additional check on server destroyed
Removed pointless import
Pooled server postions vector
Delete IsNetworkAuthority
Delete anim node network mode
Delete PropagateNetworkMode
IsNetworkAuthority always true until I remove this
3p anim and override controller updates
Start removing networking from animgraph (BindNetworkedVars, BindNetworkVariables, BindNetworkedParameters)
disabled spec override on concrete_cracks_a decal mat to get rid of halos
compound scene update
S2P
helipad final art
colliders, baked LOD and prefab setup
merge from 3p_speargun_offset_fix/
setup for viewmodel script (off by default for now as test sphere's for visual feedback don't work with it)
Use TextAreaAttribute for TextRenderer
player update. exported edited crossbow reload anim
Cherrypicked all shader-related changes from /main/shader-memory-review2
player update. edited spas reload anim, set the holster position and removed spas rootbone transfroms from the gun animations via a mask so the player holds it correctly
Cherry picked shader changes from main
Terrain.RayIntersects transforms ray into local space
Move brush list out of component editor, popup menu on brush preview
Terrain: transform local normal by terrain world transform
Editor tools can use SkiaSharp
ActionGraph: Fixed nodes calling methods returning Task<T>
Enable laughter detection on lipsync, add laughter score property
Add Material.RepresentativeTexture, some tools want to know the main color texture of a material
Get rid of this, I hate it actually, should have a better way
Codegen Engine assemblies (#1438)
Remove unused codegen units
Update CodeGen.Targets
Don't report shutdown exceptions (proper)
New native sentry dsn so we don't get entity branch errors
Fix CodeGen attributes missing in CodeGen
Updated DecalRenderer to use MakeDirty
Fix decals being recreated every frame, scale properly with transform, light origin is projection point
Use MakeDirty in a bunch of places, now we can
Remove CreateWrappedMethod bs. Have VoiceComponent use [Broadcast] now. Remove manual RPC stuff from GameObject.Network.
Set map physics shapes collider to map collider component so they get collision events
Fix collider overriding shape surface with default surface when model has already set it
PhysicsShape.SurfaceMaterial updates the cached surface so it doesn't get into a situation where native and managed surface is out of sync
Play impact sound from the impact surface, not the shape surface (they can be different on meshes!)
Initialize native physics shape material to default so there's always a valid surface
Initialize material.. but properly this time
Fix BoxCollider not positioning properly
Fix BoxCollider not positioning correctly
Fix Sphere Collider fuck up
Fix GameObject.Clone not setting parent
Merge branch 'master' into stylesheet-stringtable
.scss and .prefab both valid small network files
Open + GetDependants from rect
helipad wip
asphalt_b texture set
merge from turret_attachments_unpowered_fix
merge from burst_icon_belt
merge from water_container_debugging
Fix GameObject.Clone not setting parent
Leaderboard backup, run #8884
Fix BoxCollider not positioning properly
Fix BoxCollider not positioning correctly
Fix Sphere Collider fuck up
Leaderboard backup, run #8883
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Fixed some rotation and parenting issues
Fixed teleport2marker command not working when called from a keybind
Passing teleport2marker a -1 argument will now teleport to the last placed marker
First pass on a simple entity copy+paste system for QA and media purposes
debug.CopyEntitiesInRange takes a name and radius, will copy all entities in the radius using the players position as the reference point
debug.PasteEntities takes a name and will paste the target entities, using the plaeyrs current position as the origin
IO entities that are included in the paste are rebound locally, so any contained circuits will be recreated
Entities are saved in the server directory (EntityCopies folder) and can be reused/saved externally/etc