243,435 Commits over 3,898 Days - 2.60cph!
Fixed arctic variant of cliff_jutting_d
Merge IEnterStateEvent/ILeaveStateEvent into IGameStateEvent
Add some placeholder assets for testing. Add CursorController + some cursor types.
- Added backpack contents to player inventory rad damage
- Swapped backpack to use ItemModContainerRads to ensure its radioactivity levels are performantly calculated
Only show collider Trigger actions if enabled
Add ActionsComponent to replace Component.OnComponentUpdate etc
Hide Component Actions in inspector (right click header to get them back), show Actions with other properties
Restored playground scene
Add ISceneEditorSession.AddUndo
military_tunnel - gaps left around terrain holes
merge: from soundmodulator_leak
Tests: Spawned and killed scientists in batches of 10. Previously I would get an NRE on 2nd batch, now doesn't happen after 6.
Adjusted the hardside wallpaper outside checks
Component.Serialize ignores ComponentFlags.NotSaved when cloning
Undo system serializes game objects with cloning enabled
Bugfix: Don't update disabled sound players
I haven't seen it happen, but it is possible that someone could add a SoundPlayer to the Manager's queue, retire it, and next frame Manager would try to update it triggering an NRE.
Tests: spawned 10 scientists and killed them - no nres, audio was good
Bugfix: recycle sounds used by SoundPlayer when owner is returned to pool
Tests: Killed 60 scientistnpc_patrol in batches of 10 - NRE didn't reproduce.
Use PackageManager to LoadAllGameResource from active packages instead of explicitly calling it everytime we need to after Package.MountAsync()
Fixes Facepunch/sbox-issues#6206
world_update_2 -> radioactive_water
Include root namespace when creating new razor component
TerrainSplatRemove skips mountain topology to avoid messing with canyon splats
exported updated blunderbus 3p reload anim to match the viewmodel
Adjust bounds for circle charm
Charms testbed, swing script
Added charms assets
Update charms.scene
Fix error in OnChangePropertySet if the new value is null
Change most Menus to use ContextMenu so they get deleted when closed, instead of hanging around invisibly forever
Don't save game sessions when editing action graphs
EditorScene.OpenScene: don't use game sessions
Update Facepunch.ActionGraphs
Cleanup. Add test aoe_damage ability. Network selected ability (for when targeting)
Separate overloads for different activation types
For PlayerState selection process, check with Hero if we wanna override it. Implement selection of location or target for selected ability - find closest point on nav mesh when selecting a location for AoE stuff
edited blunderbus reload animation. the hammers now get cocked back.
Fix Menu.AboutToShow not getting called unless opening as a modal
Tweak node/actiongraph design
Beginnings of friends list UI
Add link triggered test
Add failing test involving dispatching link triggered with a ref struct
Fix a couple of issues with ref struct types
Fixed instant camera world model LODs
Fixed store item category texts always showing as Clothing Skin
-Fire Extinguisher LODs, Prefab and collision changes