242,907 Commits over 3,867 Days - 2.62cph!
Remove some unused properties from voice
Added an early out in the industrial conveyor logic that will stop the split item being created if there is no obvious place for it to go on the target output container
An unneeded split item could still be created and then rejected from the container in some cases, but this should dramatically lower the number of items being created and then destroyed as part of the conveyor process
Don't enforce the strict transfer time limits on the first transfer a conveyor does, as that involves some intial pooling that won't reoccur (likely less problematic in a build)
Fixed some cases where the strict time limit wasn't being enforced properly
Handle input a bit better, add a simple corridor obstacle
Slightly offset from ground
Simple platform
Standing on moving objects moves the player as well
Fixed spraycan not reassigning the owner id of entities when reskinning to a redirect skin
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Merge from tutorial_island
Show a ping for the campfire and furnace mission step
Merge CorpseParentingFix -> Main
Tutorial island anims/projects backup
Better and safer early-parenting handling for SS corpses
All sounds can compute amplitude now, add Voice.Amplitude and SoundHandle.Amplitude
Ignore layers
footsteps
Camera Gizmo
Tutorial NPC anims update. Added talking anim
Replace the metal frags step with a requirement to produce 10 frags, rather than have 100 in your inventory
Fixed tutorial loot barrel throwing r/w gib errors
Add more crafting propmts to help text (low grade and hammer)
Add a sprinting help popup
Reduce crafting times by 75% while in tutorial
Split tutorial help prompt triggers out into standalone gameobjects per trigger, loading multiple onto the same trigger volume seems unreliable
Added ability for deploy objectives to look up using item defs instead of just BaseEntity (still need to support BaseEntity due to building blocks)
TutorialBuildTargets can now detect redirect skins
Ensure backpack panel is disabled when it is transparent
Make initial crafting objective use proper item names eg. "Stone Pickaxe" rather than just "pickaxe"
Update dialogue for NPC in build base convo to more accurately reflect where the base is now
Update soft side help text to mention x shaped structure
Capitalise bandage on kill the bear mission
Fade out player name, underwear pick icon & protection values instead of instant disappearing
added tea_towel_a + mat variants
Prevented vendor listings stretching to fit whole section
Reduced font sizes
Realigned scrollbar
Switch from Lerping to animation curves when opening UI
ActionGraph: Output plug labelling
https://files.facepunch.com/ziks/1b1711b1/sbox-dev_U6sndV7yzy.mp4
Fixed scrollview with flexbox
Fixed an infinite loop in EnumerateElementsAlongRay when ray has infinite endpos
Fix pStudioHdr->length for models that have it out of bounds
Make the heartbeat loop more reliable and auto-restart if it fails
Sessions aren't bound by IP address
Fix expiration time on session cookies
ManifestProcessor duplicate skin ID fix
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Expose Editor.Application.FocusWidget
Update Facepunch.ActionGraph
Fix serializing null constant inputs
Fix cases where UserData wouldn't deserialize correctly
Simplify ActionPlug<T>
Split up ActionNode.cs
Implement EnumControlWidget.IsControlActive
ControlSheet: return created widgets
ActionGraph: Fix some undo edge cases
Locker skin reimport (manifest update)