240,763 Commits over 3,867 Days - 2.59cph!
frontier_mirror variants, gibs, setup prefabs, icons. cleaned up temp folder
Revert "None of this is used, prove me wrong"
This reverts commit 673e5e351dc372e2cdb4b91f3fefcea3b8fd9990.
Action link pulsing in editor
Holding shift while right clicking items into the repair bench will apply the last skin automatically
Allow skinning <0.75s but don't play the effect if it occured under that delay
frankenstein table craft fix
Move scenes out of root
Move components
Cleanup test scenes
None of this is used, prove me wrong
Only save number of storage slots for client, let server recalculate them on startup
Fix using phrase `Examine` instead of `Loot`
Add `CheckParent` as an optional parameter to the `MaxDistance` attribue instead of manual checks
Apply `CheckParent` to Keylock as well
Apply same fix to picking up the codelock
Fix not being able to enter code on one side of the door, when you are too far away from the codelock but within interaction range of the door
Merge from main -> horse_loot_panel_fix_2
Major cleanup, simplification and optimization to mesh-based terrain shader support
Add IO slots to spooky speaker to turn it on and off, no power required to run
Update the animation in the editor too!
Bone merge basics
Nicer bone merging
Threaded animation updates by default
Update particle scene
Add SceneModel.MergeBones( SceneModel other )
ActionJig.LinkTriggered event
Leaderboard backup, run #6827
Use Transform proxies instead of copying the transforms
Transplant new physics interface to master, start fixing up shit again
Remove unused from iphysicsshape
Remove unused from iphysicsjoint
Remove unused from iphysicsbody
Add back AddHullShape and AddMeshShape that takes a transform, implement later.. these are needed now :(
Remove unused from physicsaggregate
Remove unused from physicsworld
Remove unused from physicssystem
Remove shared manifold and physics contact shite
Add intersection controller, kinda bullshit but needed
Get game compiling again
Build new mesh and hull when adding transformed hulls and meshes
Support creating transformed hull from mesh (why tho?)
Latest trace solver
Return default physics material when user data is null
Setup joint break callback, break joint on body remove
Remove SetOnBreakHandler, callback is always added
Support body gravity enable
Fix joint and body double delete
Should be null checking this in water controller
Should be null checking this in water controller
merge from rockingchair_remove_prints
Fix joint and body double delete
Remove SetOnBreakHandler, callback is always added
Support body gravity enable
Setup joint break callback, break joint on body remove
AnimatedModel creates and updates bone GameObjects (not the best perf right now, but I will address it)
Fix startup error
Performance scope animation update
Leaderboard backup, run #6821
AssetSystem: optimize FindByPath lookup
Optimize GameResourceProcessor
Keep __references ordered to avoid diff hell
Optimize recursive WalkJsonTree
FPArms: updated weightlists
FPArms: overhauled punching animgraph (still some things to iron out, but the core functionality works again at least)
Save the equipment & storage inventory separately in protobuf
Don't show "Open Storage" menu option if they have no saddle bags equipped / no storage slots
many small changes
fire/poison damage stat includes overall dmg mult
fix reroll sfx, balance, etc
level earliest upgrade
pacifist barrel upgrade
levelupexisting fix