224,000 Commits over 3,684 Days - 2.53cph!

42 Days Ago
Add SwingingHeavyAttack, only gets set when you're winding up your attacks
43 Days Ago
Merge from main
43 Days Ago
merge from material_biome_improvements
43 Days Ago
merge from wr_pickaxe (Pickaxe cant be placed on Weapon Rack Stand)
43 Days Ago
cherrypicking 94119 - fix for elite loot crate missing its bottom face
43 Days Ago
merge from store-ui
43 Days Ago
merge from Easter2024
43 Days Ago
merge from RidingChickenCostume
43 Days Ago
Fix error in translation script if output dir doesn't exist Ignore hidden sheets
43 Days Ago
Remove unused UnregisterProperties methods
43 Days Ago
Simplify a bunch - allow setting property if slot not registered
43 Days Ago
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
43 Days Ago
Authority check for network destroy - can never arbitrarily destroy unnetworked objects
43 Days Ago
In the PrefabFile upgrader, upgrade Id to __guid as well if possible, fixes corrupt prefabs from before when it was called Id
43 Days Ago
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
43 Days Ago
Fix NRE if destroying object in animation event
43 Days Ago
Leaderboard backup, run #10300
43 Days Ago
Merge from main
43 Days Ago
Store a static list of cargo cranes, save a Vis
43 Days Ago
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
43 Days Ago
Bike stability experiments + materials
43 Days Ago
Add tools to show possible pickup and drop points via gizmos
43 Days Ago
Merge main -> Bikes
43 Days Ago
Cargo ship calls OnArrivedAtHarbor then waits Once finished waiting it rejoins the outer patrol as normal
43 Days Ago
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
43 Days Ago
Reduce latestSeatClipSeemsFarAway from 40m to 25m just to make 100% sure this is fixed.
43 Days Ago
Merge SkinViewerBones -> main
43 Days Ago
Codegen
43 Days Ago
Add `ping_test` command to find the region with lowest latency Hardcode endpoints for testing
43 Days Ago
Fixed ice chestplate looking too close now
43 Days Ago
Attach wearable skins that needs a skeleton to the new SkinViewer skeleton. No built-in skeleton needed
43 Days Ago
Added LODs to brutalist church
43 Days Ago
Fixed arm movement not getting interpolated Burst compile the line renderer jobs and make it all read only for easier scheduling
43 Days Ago
Remove globalDisableRigStripping. Add skeleton to SkinViewer prefab
43 Days Ago
Fixed cargo ship incorrectly flagging some destinations as possible
43 Days Ago
Ensure PanelComponent finds its parent If PanelComponent gets enabled before WorldPanel it fails to find a valid parent Resolves sbox-issues/issues/5024
43 Days Ago
.meta file
43 Days Ago
Better arm movement Expose object rotation speed
43 Days Ago
Scene backup - Adobe building skin setup
43 Days Ago
Material fixes/updates
43 Days Ago
Parent merge
43 Days Ago
Merge from main
43 Days Ago
Stub for cubemapper_cs, will calculate both GGX and spherical harmonics all in GPU Handle all array index stuff in cubemapper
43 Days Ago
Merge main -> SkinViewerBones
43 Days Ago
ImageFormat.Default uses RGBA8888
43 Days Ago
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)
43 Days Ago
NetworkMode can't be changed from NetworkMode.Object if we are actually a networked object (_net is valid)
43 Days Ago
Also unregister/register sync properties accordingly when GameObject id changes
43 Days Ago
Null checks in RefreshContacts And some more Allow turning off sound air absorption, turn it off on 2d sounds by default Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one. Unforseen but when we link component reference from a prefab to property on something else in scene, we should still store component reference like we used to. We'll try to find the component in the scene directory by id if we can, but revert to old behavior if not Revert "Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one." This reverts commit 55d6e5c51d2fd6b663391d9e22c191a6a810603f. Switch GameObject/Component.Id to be serialized as __guid Upgrade PrefabFile on load Merge fix Set hitbox surface Update SceneEditorMenus to use MakeIdGuidsUnique instead of MakeGameObjectsUnique When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table Don't do on the root though save that for the multi-comp PR Make PhysicsBody Enable and Disable actually work, remove shapes from broadphase and insert them back on enable Don't trace disabled bodies Merge branch 'master' into snapshot-refresh
43 Days Ago
Izabu: Don't try to destroy null proxy