242,857 Commits over 3,867 Days - 2.62cph!
Support joint breaking on prismatic, revolute, rigid, spherical
Implement joint breaking, break callbacks called on post step, breaking a joint disables the component
Ensured triangle ladder hatch can be repaired in repair bench
metal detector viewmodel prefab ( viewmodel renderer) update
Use gizmos for physics debug draw lines for when I need it
Comment out early out in capsule vs hull deep penetration until I get the proper fix
Updated model/prefabs
Added Christoffer's WIP textures
Generic Item Page - Brutalist Assets
Add initial View Model support - make MP5 use view model to test. Camera borked
Better display info for property.get output
Implemented constructor nodes
Fixed property getter nodes
Fixed display info for property get / set methods
Add [ImageAssetPath]
fix SerializedCollection NRE
Fix MemberDescription.HasAttribute not finding base attributes
Convert TextureEditor to use Sequences
SequenceControlWidget has popup instead of doing it all horribly inline
Fix SerializedObject changes not propagating upwards
ResourceStringControlWidget cleanup
Use new Sequences json for amalgamated texture
Expose some sheet access on texture
Simplify amalgamatedtexture packing, less likely to infinite loop, loads from json
Add TextureFile sequence `IsLooping `
Can use particle SequenceTime easier
Remove parse_mks.cpp
Delete mks importers (everything should use our way now)
Default rendersystem to Vulkan ;)
Intercept potentials ALT+F4 and display the warning if necessary
Updated wording
Combine ExpressionNode, ActionNode attributes
Mark expression node methods with [Pure]
IActionGraph.AddNode( string id ) extension method
Tests for constructor and static property nodes
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In ByteStream.Read/WriteValueArray, use Enum.GetUnderlyingType when using Marshal.SizeOf if the type is an Enum type. This is because Marshal.SizeOf will error when used with Enum types directly. Fixes Facepunch/sbox-issues#4579
merge from menu_new_items_optimisation
merge from ladder_hatch_repair
merge from directional_damage_optimise
merge from death_screen_skip_server
merge from persistent_shelter_icon_fix
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Leaderboard backup, run #9100
Added debug.rpcStatTracking
Tracks how long each RPC takes over time, inclusing minimum and maximum timings
Added debug.PrintRpcStatTracking that prints all of the saved info, including the average time spent per rpc
Added debug.ClearRpcStatTracking to clear any saved data
Avoid getting stuck inside pushers
Try something a little different, this might push better
Extend transition durations
Fixed npc anims not looping
Fixed case where OnConversationEnded wouldn't get called
Fix new tag not appearing on first boot due to time restriction
Citizen/animgraph: added Swim_Up
wallLight material uses the newish Emission Fresnel in Rust/Standard to emulate a central bulb without transparency.
Tiny normal map adjustment to facilitate it better.
Update item store new items check to run every 30s instead of every frame while the main menu is open, saves 0.8-2ms a frame and 96b of garbage
This wouldn't have run while the menu was closed, so will have no regular gameplay performance impact
Fixed inverted light cookie.
Add support for a player model to be put into cinematic mode with a custom animator instead of the cinematic animator, allows for custom animators per npc
Add cusotm animator for tutorial npc with just the states we need
Fix repair bench only playing "change skin" sfx once per skinning (due to adding 1 second cooldown after every item) instead of once per second
Only apply "1 sfx per second" when autoskinning: play it every time when manually skinning
Doors and hatches can now be rotated while being deployed using R
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Assembly
Basic starting line
Scene
Engine sounds
Correct the poor positioning of thrown objects (e.g. rock) that spawn stuck half in the ground. Fix them sometimes falling through terrain
Fix right clicking clothing (hazmat) that conflicts with backpack slot (diving tank) not being equipped (because it tries to equip hazmat in backpack slot)
Fix hover looting items from storage while holding alt putting the items into your main inventory instead of equipping / swapping them