244,522 Commits over 3,898 Days - 2.61cph!
Auto generate backing fields for properties. Pass current value in WrapGet callbacks. Set backing field before calling WrapSet callbacks. Update method validation error prints appropriately
Fixed ValidatePropertyCallback
Only allow CodeGen on custom attributes. Tidy up. CallbackName for CodeGenType.Static is the actual fully qualified name of static method to call
Merge from rail_network_link
Adding back prevSign workaround
Merge from rail_network_link
Refactor so the game can start up when published
Ignore sln, lutconfig, lutignore when publishing
When can't find active package, print a list of packages that it can find
Better TerrainPath cliff and decor topology handling
merge from experimental - RC
Ignore unittest folder when publishing
GenerateRailLayout paths rails closest to the ring rail first (so they aren't blocked by rails that start further from the ring rail)
GenerateRailLayout cleanup for BlockedPointsAdditional
TerrainPathConnect center point calculation fix in GenerateRailLayout
Removing prevSign workaround from GenerateRailLayout
Pathfinder directional algorithm updated to new heuristic
PathFinder int overflow fix that led to crazy paths
Mesh.quality affects DecalCull component
Leaderboard backup, run #6437
Look at the conversation NPC's actual model head instead of the static eye position
Fixed logic in WrapSet
Added method validation. Compiler will let you know what methods you're missing when using CodeGen and what types, return types etc they need
Lets not have a games folder in the sln anymore
Lets put the sln in the active game folder
Merge from tutorial_island
Added an ignore terrain option to MonumentNavMesh to stop nav mesh being generated under the tutorial island
Hover looting now uses the state of the Alt hover key at the time the hover occurred, instead of the later time that the transfer occurs
Improve docs for CodeGenAttribute
Fixed a bug with static set/get wrap codegen not passing correct method name. Now support also adding [CodeGen] attributes directly to a method or property bypassing an attribute alias, these don't require setting the Instance/Static flags.
Use nameof where possible
Fixed tests for WrapSet/WrapGet
Collision events with bullshit impact strength until this can be calculated properly
Deauthradius convar now works on modular cars with code locks
Only show No Respawn HUD icon when on a tugboat
Fixed laser and torch attachments not activating properly after a server reload if the turret was powered during the save
Added HuntingTrophy_Small model/materials
Converted random switch, memory cell and blocker to use existing glow materials instead of modifying them to hardcoded values at runtime
Fixes these entities lights not glowing like other IO entities, will be more maintainable going forwards
Let CodeGenType.WrapCall proxies return their own values. They can simple do "return resume();" if they wanna keep intended behavior, so we can also wrap methods that don't just return void
Fixed turning a new autoturret on not disabling other turrets in range that now have too many nearby, if they have more in their radius than we do in ours
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Fix wiring issue when standing on top of mixing table
Don't enable joint collision by default
Fix mesh shape debug drawing https://files.facepunch.com/layla/1b0411b1/sbox-dev_Iu61effQRf.png
Copied over WIP action graph editor
Allow references to Facepunch.ActionJigs in editor code
Create debug scene objects for edges
Delete debug sceneobjects when we're done with them