254,394 Commits over 3,990 Days - 2.66cph!
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Fixed fire FX flickering off for a split second every few seconds in the Campfire, Furnaces and Fireplace. (Unity particle system change?)
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coffins contain ammo
don't show notice when gaining ammo if we already had max amount
Merge from hotreload_serialiization_fix
Merge from hotreload_serialiization_fix
Merge from hotreload_serialiization_fix
Mark the fields as non-serialized instead, should break less stuff
Merge from hotreload_serialiization_fix
Merge from hotreload_serialiization_fix
Remove all serialized fields on the HotReloadSettingsObject, we don't use this in builds anyway
Should resolve the serialization error on server boot
ActionGraph: fixed not being able to save expression delegates
ActionGraph: don't try to set { init; } properties
Fixes Facepunch/sbox-issues#7533
- Properly clamp mapped entry
- Couple more safety checks
check active inventory item instead of "held"
since player's active weapon can be set in other places besides inventory input
Restore siege weapons research costs
merge from batteringramdoor_nre_fix
merge from highwalls_recipe_fix
render actual shadow map for cloud on world shadows, better weather noise, decompress detail noise (artifacts are too noticeable with compression, need to look into further)
Fixed BatteringRam.MoveToNormalBreakForce server NRE
Duplicated and null ingredients ItemDefiniton tests
Unused materials using those unused shaders
Fixed ice high wall double ingredients
merge from highwalls_recipe_fix
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Rename functions (Tangent -> Handle)
Another potential VoiceComponent fix for Facepunch/sbox-issues#7450
Sync splines with PR branch
Merge In/Out & In/OutRelative into a single property.
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Clean: removing unused WaterFactorForPlayer that didn't return WaterInfo
Tests: compiles in editor in SERVER+CLIENT mode
Bugfix: ensure we cache WaterInfo for players that use various vehicles
Some vehicles have custom logic to check how submerged the player is, and we would miss the water info taht was used to calculate it.
Tests: tested via DPV - submerged factor was 1 and waterinfo was valid (before it would report factor of 1, but invalid waterinfo).
Added Player:ExitLadder
Remove unintended/possibly breaking changes
Update: BaseMountable.WaterfactorForPlayer can now return WaterInfo
- allows further reusing of the same water info down the line
I actually need it to make sure all our player's cached values are correct - will fix in next submit.
Tests: none (as it's not in use in this CL)
Revert commit a6f4d1d0dcdda5da45be89b9ece67c21f18e9901 for now since that wasn't the correct solution
Fix spline editor to support vector3 scale
Bring spline code in sync with engine PR
Codegen/manifest to get bet branch working again
Delete unused (or should be unused) shaders
* ui
* ui_texture_on_model
* visualize_cloth
* visualize_nav
* visualize_physics
* blur
* unlit (ui shader)
Deleted unused non-compute gaussian blur shader
Delete pre SM4/DX10 compatability code
Don't try to disable these shader warnings
Decals gradient uv scales off the proper axis (stops mipmapping way too soon)
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Merge from fix_texture_streaming - let's see if Jenkins will pick up on this
First person: move FireModeSelectAnim weightlists into prefabs