242,106 Commits over 3,867 Days - 2.61cph!
Switch `Vis.Entities()` to iterate through `List<MLRSRocket>`
Move `AddTargetSet()` from local method to private method
Reduce random variance of `TargetScan()`
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Prevent Tesla Coils and Igniter from self-destructing, they are now disabled when they reach <10% of their max health
https://files.facepunch.com/Flavien/jkXjJPRaeI8BdNez.mp4
fixing a few texturing and transform errors
better naming convention, skinny pieces, reorganization
big scene cleanup, recentred, scaled and positioned every drop, added mannequins to all clothing items, added some new mannequins for under hoodie and armour
Merge patrol helicopter improvements. Including monument crashing, and zone fixes.
Merged death clipping fix
Small fixes.
Ready to merge.
Replaced junkyard crane prefab with the new mesh
Codegen adds Sandbox.Internal.IWantsOnUpdate etc. when those methods are found on Component derived classes
New update mode, iterating over components with IWants interfaces
Sandbox.Game convars work in editor again
Run legacy game loop on older assemblies
Make sure we run interpolation on the new loop, this is being rewritten atm so I don't wanna touch it
Optimize GameObject.Network, we do not need to constantly find the network root, it should only be set on network spawns and parent changes
Check Component.IsValid() just in case they've been immediately deleted
Add mutex on read/writing m_CulledLights, guarantees it won't be overwritten twice while doing a callback before finishing rendering next frame or would write while allocating lights
merge from electricity_power_fixes/2/doorcontroller
Fix baked fog on scenes, only enable volumetric fog if there are any fog volumes in scene
https://files.facepunch.com/sampavlovic/1b2511b1/image%20%289%29.png
Added host_workshop_autoupdate (defaults to 1)
Set to 0 to disable dedicated server workshop auto updates.
Ignore \n and \t in player names
Remove white background from server browser filters/sort
Strip certain unicode character groups from server & gamemode names
It's mostly the obnoxious blocks
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Field of view programmatic adjustments, force two-handedness for viewmodels, weapon function tags
Fixed elevator buttons not working (silo and train tunnels)
Add `--force-language <short code>` command line option
Prevent buiilding volume tweaks
Fixed elevators preventing door controller deployment
Fixed parented wires not being updated correctly, for real this time
Script to import crowdin translations to Assets/Bundled/Strings
Automatically import merged Crowdin translations on build
Target returning dummy data if no player outside of zone detected
Fixed a few asset references
Much faster FX decay time
UI reflects entire inventory now. Add USP, fixed bug where all weapons would be active on startup
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4k sks texture sets and materials
added residential door to radtown houses
tweaked valpha on windows bar for a tad more oomph
created a residential hinged door from previous residential building door
Temporarily use batch publisher for "Upload" button in AssetPublishWidget, since it's doing nothing currently
Don't make asset metadata for cloud assets, since we're mounting downloaded cloud stuff first, asset browser tag code is generating fake metadata for all this cloud stuff and causing problems when we're wanting the real metadata
FootShuffle -> MoveRotationSpeed, drive it by actual rotation not desired target angle
CitizenAnimationHelper: FootShuffle becomes more generic MoveRotationSpeed, update docs for what this parameter is doing now
Citizen/animgraph: renamed "move_shuffle" to "move_rotationspeed" & made damping on the feet shuffle nodes more aggressive
Fixed parented wires not being updated when opening/closing the door when wiring
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powerlines ziplines prefab rebuilt
updated textures for legacy crate
Fixed heat haze artifacts on incendiary rocket explosion
fixed cargo ship harbor container displaying further than the others