240,789 Commits over 3,867 Days - 2.59cph!
Added missing concrete pavement material
More safety in JsonSerializerOptionsUpgrader (#1287)
More "reportable" keyvalues in default FGDs
Shows useful info in the Entity Report window
Added NPC:GetCurGoalType
navmesh Lua API additions
Added missing enum for NAV_MESH_BLOCKED_PROPDOOR
Added navmesh.GetBlockedAreas()
Added CNavArea:MarkAsBlocked( teamID )
Added CNavArea:MarkAsUnblocked( teamID )
Added CNavArea:RemoveAttributes( flags )
Added CNavArea:AddAttributes( flags )
Disable default automatic navmesh unblocking
Add some of the existing nav related entities to the FGD
func_physbox/pushable is ignored by navmesh gen
Fix asserts showing as errors in intellisense
Delete loads of random shit from game
Don't explicitly set MultiProcMaxCount, defaults to # logical processors (which is 96 on our build server) - compiles 15% faster locally for me
Add BBox,FromBoxes, BBox.FromPoints
OpenSceneList
Scene + Prefab thumbnails
https://files.facepunch.com/garry/75a5537b-4e53-4ca7-a449-14342d12faf4.png
Fix possible exception in ConcurrentDictionaryUpgrader (#1287)
Possible fix for first error in #1287
I couldn't repro, but it's possible some serialization was happening
during a hotload to cause this.
Don't run Program.Main if package is local. The assumption is that they'll be using scene view so that's controlled by the editor.
Allow provide message with Assert.NotNull, IsNull
Can choose between play scene or play game
Merge from rail_network_link
Regenerating all rail splines
Network++
Enabled Halloween event
Enabled scarecrowpopulation
Enabled scoreboard
Switched collectables to halloween themed
Added bone collectables
Updated ambience
Enabled candy vision
Updated menu video
Frank table default craftable
Updated loot tables
Enabled halloween portals with a population of 1
Merge from rail_network_link
Improved ice_lake_3 terrain checks so it doesn't overlap train tunnel hatch entrance
Auto generate backing fields for properties. Pass current value in WrapGet callbacks. Set backing field before calling WrapSet callbacks. Update method validation error prints appropriately
Fixed ValidatePropertyCallback
Only allow CodeGen on custom attributes. Tidy up. CallbackName for CodeGenType.Static is the actual fully qualified name of static method to call
Merge from rail_network_link
Adding back prevSign workaround
Merge from rail_network_link
Refactor so the game can start up when published
Ignore sln, lutconfig, lutignore when publishing
When can't find active package, print a list of packages that it can find
Better TerrainPath cliff and decor topology handling
merge from experimental - RC
Ignore unittest folder when publishing
GenerateRailLayout paths rails closest to the ring rail first (so they aren't blocked by rails that start further from the ring rail)
GenerateRailLayout cleanup for BlockedPointsAdditional
TerrainPathConnect center point calculation fix in GenerateRailLayout
Removing prevSign workaround from GenerateRailLayout
Pathfinder directional algorithm updated to new heuristic
PathFinder int overflow fix that led to crazy paths
Mesh.quality affects DecalCull component
Leaderboard backup, run #6437
Look at the conversation NPC's actual model head instead of the static eye position
Fixed logic in WrapSet
Added method validation. Compiler will let you know what methods you're missing when using CodeGen and what types, return types etc they need
Lets not have a games folder in the sln anymore
Lets put the sln in the active game folder
Merge from tutorial_island
Added an ignore terrain option to MonumentNavMesh to stop nav mesh being generated under the tutorial island
Hover looting now uses the state of the Alt hover key at the time the hover occurred, instead of the later time that the transfer occurs
Improve docs for CodeGenAttribute
Fixed a bug with static set/get wrap codegen not passing correct method name. Now support also adding [CodeGen] attributes directly to a method or property bypassing an attribute alias, these don't require setting the Instance/Static flags.
Use nameof where possible
Fixed tests for WrapSet/WrapGet
Collision events with bullshit impact strength until this can be calculated properly