254,760 Commits over 3,990 Days - 2.66cph!
Start designing posture mechanic
Fixed being able to block while in the notes UI
Add SwingingHeavyAttack, only gets set when you're winding up your attacks
merge from material_biome_improvements
merge from wr_pickaxe (Pickaxe cant be placed on Weapon Rack Stand)
cherrypicking
94119 - fix for elite loot crate missing its bottom face
merge from RidingChickenCostume
Fix error in translation script if output dir doesn't exist
Ignore hidden sheets
Remove unused UnregisterProperties methods
Simplify a bunch - allow setting property if slot not registered
Authority RPC now correctly uses invoke permissions from the AuthorityAttribute. When calling Authority RPC, if there's no owner, the target would be the host connection
Authority check for network destroy - can never arbitrarily destroy unnetworked objects
In the PrefabFile upgrader, upgrade Id to __guid as well if possible, fixes corrupt prefabs from before when it was called Id
Cubemapper tests
Remove all ggx code for now & just copy directly to cubemap array
TextureCube with mipmaps and arrays and mipmaps
Move texture logic from cubemapper to c#
Stub for cubemapper_cs, will calculate both GGX and spherical harmonics all in GPU
Handle all array index stuff in cubemapper
Fix NRE if destroying object in animation event
Leaderboard backup, run #
10300
Store a static list of cargo cranes, save a Vis
Update container drop points on both cargo styles
Add IsDocked flag to cargo ship and properly zero out throttle
Increase docking time to 2 minutes
Show a gizmo mesh on container drop points
Bike stability experiments + materials
Add tools to show possible pickup and drop points via gizmos
Cargo ship calls OnArrivedAtHarbor then waits
Once finished waiting it rejoins the outer patrol as normal
Cargo Docking~
Cargo does basic docking at a harbor (currently only supports big harbor)
Cargo now selects best node from the outer patrol to start entry from
Cargo now adjusts waypoint distance dynamically when entering docking
Cargo ship now responds to max velocity on harbor entry Base Path
Adjusted a bunch of speed and position values on harbor entry path
Bunch of debug stuff to show patrol tangents and docking point scores
Added boolean to WorldSetup to force ocean patrols to be generated with dev terrains
Reduce latestSeatClipSeemsFarAway from 40m to 25m just to make 100% sure this is fixed.
Merge SkinViewerBones -> main
Add `ping_test` command to find the region with lowest latency
Hardcode endpoints for testing
Fixed ice chestplate looking too close now
Attach wearable skins that needs a skeleton to the new SkinViewer skeleton. No built-in skeleton needed
Added LODs to brutalist church
Fixed arm movement not getting interpolated
Burst compile the line renderer jobs and make it all read only for easier scheduling
Remove globalDisableRigStripping. Add skeleton to SkinViewer prefab
Fixed cargo ship incorrectly flagging some destinations as possible
Ensure PanelComponent finds its parent
If PanelComponent gets enabled before WorldPanel it fails to find a valid parent
Resolves sbox-issues/issues/5024
Better arm movement
Expose object rotation speed
Scene backup - Adobe building skin setup
Stub for cubemapper_cs, will calculate both GGX and spherical harmonics all in GPU
Handle all array index stuff in cubemapper
Merge main -> SkinViewerBones
ImageFormat.Default uses RGBA8888
Fixes unable to parse guid error when trying to load properties called "id" but the type is not a guid (Fixes Facepunch/sbox-issues#5181)
NetworkMode can't be changed from NetworkMode.Object if we are actually a networked object (_net is valid)
Also unregister/register sync properties accordingly when GameObject id changes