249,481 Commits over 3,959 Days - 2.63cph!
Fix some NREs when accessing colliders from navmesh components
Add PauseInPreparationPhase convar, rename double_speed prefab
Define API for weapon modifiers
Ensure navmesh area stays in sync when linked collider changes
Stop PathWidget fighting back in LineEdit mode and selecting the whole text, fixes Facepunch/sbox-issues#6869
merge from battery_fullcharge_slot
Merge: from soundmodulator_leak
Hopefully improving stuttering audio for ModularCrane in bad server conditions
Tests: while connected to a local staging server moved the arm and rotated the cabin
Make sure the aux output drain can’t exceed 1
Update: simplify MagnetCrane's audio handling
- this is an experiemental change, as in theory it should help stuttering audio, but couldn't validate in practice
Tests: while connected to a local staging server moved the arm and rotated the cabin(though I couldn't reproduce the original issue anyway)
Added knight armour assets and set up prefabs.
Remove useless code, show timer in prep phase
Work on card ui
Refactor card inventory ownership/networking
Make sure to set the full flag even when the current power in is 0
Fixed half full and very full flags not set correctly, this fixes the electric arcs effects not showing correctly on the medium battery
Make sure to set the full flag even when the current power in is 0
Fixed half full and very full flags not set correctly, this fixes the electric arcs effects not showing correctly on the medium battery
Re-applied 107994: fixed battery deplete and charge commands not replying with the correct battery name
Re-applied 107994: fixed battery deplete and charge commands not replying with the correct battery name
Send client selected timescale to the server. Request timescale for the client selected one
Cleanup NavMeshArea Component
Don't actually prevent short rcon passwords... yet.
Don't actually prevent short rcon passwords... yet.
Added a "Fully Charged" output slot to all batteries
Will output 1 power when the battery is fully charged
merge from old_rocks_delete
List of prefabs removed: https://files.facepunch.com/Alistair/127/11/2024/6F64/plastic_eKsHP1tlho.png
Merge from blend_shaders_detail_layer to siege_weapons
CardEffect, add testing card prefab
Fixed MovementModifiers
Update PreparationPhaseManager to create a random card (test)
Smite harmless "unknown tool window" warning from tool window trying to cleanup after itself
Only show feed items from unreleased games
merge from queue_improvements_2 -> main ...this time without guid corruption.
cinematic 4k car radio texture and material
frontier high wall and gate collider import options
car radio model and textures
materials and basic prefab setup
Add IHotloadManaged.Persisted()
Add ReflectionCache utility, internal for now
Lazy evaluate expensive reflection, auto-clear on hotload
Call RunAllStaticConstructors before hotload
Instead of them running at unexpected times during hotload
Use ReflectionCache for SandboxedUnsafe.IsAcceptablePod
Fix possible error during hotload, if a static constructor called this
Scene Overlay: unsubscribe from event properly
merge ice_sculptures->main
corrected carving bounds check - big performance gain
Can no longer tongue objects through walls (might need to tweak this)
Fix music pitch not resetting when entering a new scene
Make coin sound less ear-piercing
Add Interact Prompt to the DialogueBubbleUI when you can advance the text
Added cooldown to interacting with NPCs so you can't accidentally re-enter their dialogue when spamming
Added Interactable.CanInteract
Added Area Coin Counter to Pause Menu (top right of minimap)
Try to make SceneOverlayWidget size/position updating a bit more foolproof
Add cloud browser to default editor layout
Shop name now reflected in stats page
Plushy crafting cost 50 cloth