243,392 Commits over 3,898 Days - 2.60cph!
First pass at handling ActionGraph instances during hotload
Nuked Rust/Standard-Indexed shader set
Reduced Rust/Standard further down to ~0.04% variants compared to main (broke global rendering and mirrors for now)
exported/setup 2handed explosive player update anims and made a new holdtype for it
exported player update rifle anims after idle pose change and updated the lr300 holdtype override controller
Increase culling distance of amber light from 65m -> 150m (this light is only seen on oilrig & excavator)
Increased LOD settings of light to prevent it going lowest LOD until 120m away
exported player update 1handed explosive animation set and linked to holdtype grenade override controller
Added failing test for hotloading ActionGraph delegates
Rename Sandbox.Test/ActionJigs to Sandbox.Test/ActionGraphs
If in editor then mount source2/cloud in the gamemenu
Load resources from the correct filesystem in GameMenu
Play radiation alarm once the radiation value is above the threshold instead of at the threshold (meaning radiation > 0)
Add essential system types to TypeLibrary (#1365)
* Add some essential System.* types to TypeLibrary
* Fixed TypeLibrary.GetType<T>()
* System type tests
* Simplify reflection in NodeLibrary
* Filter methods available to ActionGraph
* Add PropertyDescription.IsIndexer
Added failing test for hotloading ActionGraph delegates
Rename Sandbox.Test/ActionJigs to Sandbox.Test/ActionGraphs
Rename SoundListenerComponent to AudioListener
Sound.Listener defaults to camera position
Soundscape component
Use AddType() directly when adding intrinsic system types
Fix typo causing all radiation to bypass armor
bus LODs and art prefab
updated art in prefabs
removed temporary versions of the bus
merge form chainsaw_reload_fix2
merge from planter_splash_los_fix
merge from shot_through_fix
merge from sign_paint_improvements
Hide indexer properties from ActionGraph for now
Hide some more methods from ActionGraph
Add PropertyDescription.IsIndexer
Alternate method index using fast hash
Don't include IsFamily members from System.* types
Targeted Messages (Send to Connection Id) (#1363)
* Can send message directly to connection id and if necessary route through server and wrap in a TargetedMessage
* Forward sender id in targeted message, when received by intended recipient call message handler with sender connection
Forward sender id in targeted message, when received by intended recipient call message handler with sender connection
Fixed sending wrong method index
Filter instance methods a bit
Filter methods available to ActionGraph
Don't include ones with pointer / Span<> / byref parameters
Add Nullable<> as an intrinsic type
Simplify reflection in NodeLibrary
Clothing: experiment with exposing conditional models (changing clothes to use different models based on occupied clothing slots)
Fixed searching type hierarchy for accessible members
Add some essential System.* types to TypeLibrary
Fixed TypeLibrary.GetType<T>()
Add Scene.GetAllComponents<T> (fast path)
PostProcessers can use this shortcut to get their camera
Test: do full checkout with clean on shader.yml, delete debug_shaders.yml ( pointless )
Scene hook system, convert Animation and Physics to use hook system
Stop using emoji for create object menu, everyone hates it except me
Added bone position data for all 31 mounted poses, and updated the others.
merge from fix_wall_connect_tcs
merge from legacy_shelter