244,536 Commits over 3,898 Days - 2.61cph!
Aggregate GetBbox and GetBboxFromProxies
merge from force_update_workbench_trigger
exspanded workbench source area, able to stand slightly further away and craft
merge from vending_admin_height_fix
Paint prefabs different to gameobjects in GameObjectControlWidget
Change how enable state is triggered
Reference Facepunch.ActionJigs
Serializing / deserializing action jig delegates
Fixed System.String not being whitelisted
Simple action jig serialization test
Refactor simple actionjig test
Replace References with AssemblyReferences in CompilerSettings
Also make DistinctAssemblyReferences do the filtering that literally every
user of that property was doing.
Allow CanEdit("action"), expose NodeLibrary to tools packages
WIP delegate upgrader for action jigs
ActionProperty, skeleton of an action jig editor
WIP Some NodeGraph abstraction
Fleshing out action graph editing
Rename SceneSource to SceneFile
Add PrefabFile resource type
Can convert a GameObject to a Prefab
Can drag a PrefabFile to GameObject control widget
GameObjects referencing a PrefabFile GameObject will serialize properly
Changing Scene will automatically change scene of child objects
Update turret scene
TreeView/TreeNode speedup
Don't render NativeRenderingWidget if it's not visible
Give nice warning when calling AssetSystem.CreateResource with invalid extension
Allow overriding some of the SceneMapLoader functions
merge from turret_interference
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merge from RestrictSpawnNearMonuments
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merge from underwater_brightness
max interference turrets 12 - turrets automatically disable after the 12th is placed within a 40m radius of other turrets.
interferenceradius 40m
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Leaderboard backup, run #6413
Added a looping gesture for the mission provider, just uses the wounded anim right now
Wrap map loaded sceneobjects
show selected player banished upgrades
banishing doesnt reroll
flash banished upgrade
banished tooltip text
urgency upgrade
Increase wood supply amount in mission 4
Fixed missing canoe collider
Moved chicken spawner
Add GameObjectFlags
IBodyModifier not used
Map loading component test
Remove unused pvs stuff
Don't delete the whole physics and sceneworld when removing a SceneMap
Remove .vmap extension when trying to load a map
Expose Map.PhysicsGroup, Map.SceneMap
Apply same ping styling to pie menu
Use a ping widget to highlight a blueprint if it's required by the current tutorial stage
- Optimised UpdateInterference() to only be called when when a turret is turned on or off
- Removed the new OnlineFor() code, we no longer need it with this new system (I think?)
- UpdateInterference no longer counts turrets that are already in interference mode
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Fixed up no respawn zone check + other cleanup
Varying tooltips in the UI, depending on why sleeping bag respawn can't be used
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Flattened angle check for accessing the admin panel of a vending machine, fixes not being able to access admin controls if the vending machine is higher than the player but still within interact range
HuntingTrophy_Large texture polish
Apply same fix to beach towel
Fixed sometimes not being able to use the wire tool when standing on top of sleeping bags, modular car lifts or beds
Culprit: can't use wire tool if the players eyes are intersecting a prevent building volume, these entities have large prevent building volumes that the player can easily stand inside. Applying the IgnoreWireCheck tag to these colliders fixes the issue
Sleeping bags now check whether they're inside a No Respawn Zone
Updated SpawnOptions protobuf message to allow for sending different availability states, instead of just occupied or not. Now we can send OK, occupied, underwater, or in a No Respawn Zone
Merge from tutorial_island