254,386 Commits over 3,990 Days - 2.66cph!
Everything in this branch - cleanup
Removed the IgnoreCollision, let fireballs collide with each other again
Subtract
97289. Didn't fix it 100%
States can override the actor's wish speed
Patrol State can define a delay between navigating to the next patrol point, random speed each time too (https://files.facepunch.com/tony/1b1411b1/sbox-dev_CXoCBRrtRs.mp4)
Port Alex's work on patrol paths over to the main branch, with a few changes.
Building blocks for AI relationships (friendly tags, enemy tags, no tags found = neutral), added line of sight debugging (op_dev_ai_los)
New AI playground
Kill StateMachine experiment and all associated code
Moved player movement temporarily into OnUpdate because I'm having some problems with FixedUpdate
Fixed insufficient stack overflow
merge from optimize_sam_site
subtracting heli_global_bridge_client_fix - client compile
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merge from sleeping_death_info_safezone
merge from heli_global_bridge_client_fix
merge from quickmove_genetics
merge from map_perf_improvements2
merge from promote_leader_update
Fixed IO entities not being wirable near helis and boats (added the IgnoreWireCheck tag to their prevent building volume)
merge from favorites_cached
Fixed custom colored pie menu options not being colored properly
(the wire tool selected color was always grey instead of the actual color)
Changed GetHackableCrates over to just checking the child entities, and set to private
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Render target API (for swapchains)
Server+client compile fix
Added Entity:GetBoneFollowers, new argument to Entity:CreateBoneFollowers
Entity:CreateBoneFollowers( table of bone names )
Throw errors when ColorToHSL/ColorToHSV/physenv.SetPerformanceSettings gets not a table
Bone follower support for AI and Nextbot SENTs
Added Entity:Dissolve( type = 0, magn = 0, orign = EntOrigin )
Added a 3rd argument for PathFollower:Chase - cost function
Added NPC:Set/GetStepHeight
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More WireTool code cleanup and comments for future me
latest work in progress on master house
Fixed holding right click to disconnect a wire also clearing your pending wire, if any (caused by 94444)
Pump events correctly
Track all session states, just convert directly from OpenXR to FPXR
Add Sandbox.Filesystem and Sandbox.Compiling
Fix unit tests not finding system assembly refs
Remove AddGameWithPackageBase test - this is no longer supported
Fix hotload fast path not using fast hotload
Cleaning compiler
Filesystem Cleanup
Get rid of ICSharpCompiler, tools can use the Compiler and Microsoft.CodeAnalysis directly
Make editor startup with missing components more unlikely (but not totally fixed)
Embed the framework ref dlls instead of having them loose in bin/ref/
Move compiler tests to Sandbox.Compiling.Test
Lets update the refs while we're here - v7.0.408
Merge pull request #1567 from Facepunch/compiler-project
Moving Compiler to its own project, own unit tests, cleanup. The aim of this is to isolate the compiler and compile group more, so it no longer feels unwieldy. This will also give Tools direct access to CompileGroup and Compiler.
merge from fix_translation_default
Fixed saving issue with debug language
Set default debug language back to 0 - sorry!
Static library
Headless support
Example project
Support maps in ResourceStringControlWidget (local and cloud)
Prevent heli from crashing at quarry
Patrol points now take the height of the ground into consideration
Lets update the refs while we're here - v7.0.408
Patrol heli now more likely to grab a position from the first 70% of the map. Avoiding the edges
Embed the framework ref dlls instead of having them loose in bin/ref/
Move compiler tests to Sandbox.Compiling.Test