243,008 Commits over 3,867 Days - 2.62cph!
Merge from ai_wolf_iteration
Temporarily prevent wolves from hunting scientists until we update their AI
merge from qol_map_marker_num -> main
Mouse back/forward buttons in asset browser
Clean up history logic a bit
Connect further up the horse (like it would do in real life)
Merge from ai_wolf_iteration
Fix menu option for "numbered pins" being incorrect
Fix pins starting at 0 instead of 1
Fix wolf mesh not being culled on client when occluded
Use side anchors rather than central one
Add scroll layout enter/exit events to ListView
Asset browser: only render thumbnails for assets within visible scroll region, dequeue when culled
Don't refresh whole browser content when a thumbnail is updated
Just do a single thumbnail render per frame for now, feels less janky
Added temporary rope material
Reduced thickness of tow rope, as well as ampliitude of wind
Fix for hands clipping through glove mesh in:
Burlap Gloves
TacticalGloves
LeatherGloves
NinjaSuit
Optim: Remove editor-only per-decal Update callback
- They've all been consolidated to DeferredDecalRenrerer by tracking Undo history changes
This saves about 1.5ms during Update stage (in reality it's a bit less because of profiling overhead).
Tests: On Craggy ran around and validated I could still see footprints. Spawned them manually and tweaked settings and moved it's placement(ok) - trying to delete placed decal starts an exception loop(pre-existing bug, will fix next)
Use cliententities rather than serverentities to find other towing visuals
merge from qol_map_marker_num -> main
Fade out items you don't own in avatar scene
Fix wolves not stopping when ai.move is set to false while the server is running
Added Catapult Explosive Ammo FBX, Materials, Textures
Setup Basic Catapult Explosive Ammo Prefab
Re-setup catapult for towing visuals
cherrypicking
106676 diversuit cape hack
106706 wearables do proper bone retargetting in the skin viewer
- fixes issues with dracula cape bones not retargetting and extending the render bounds by an insane amount (appearing invisible)
106739
siege_weapons -> siege_weapons/visual_towing
▋▉▆▇▆█▋ ▌▌▍▊▆▍ ▍▇▋▅▍▆▄▍▍ ▊▅ ▅▆▇ █▆▅▌ ▆▋▋█▊▄ ▍▇ ▌▇▆ ▄▍▇▉▍▉▇ ▍▋▍▍▋▍▌▍ ▅▅ ▍▄▇▉▋▄█▉▆█ ▊▊ ▅▊▇▊▋▍▊▋ ▊▆ ▌▄▆▇▌▆▍▋▊▊ (▍▋ ▇▋▄ ▊▆▌▍▍ ▋▄ ▊▇▉▇▊▄▆▍ ▆▇ ▉▊▆▇▇▇▅▅▉█▌)
Add "Go To Folder" in recents
Replaced small rock formations in the world setup
timed_explosive_hit_normal -> main
timed_explosive_hit_normal -> main
Triggers are much more reliable
Flip if statement to use checkbox first (prevents a .HasValue() call unless matches normal is actually on)
Cache hit normal on projectile impact. Try and use this hit normal should it be valid and explosionMatchesNormal is ticked
▄▌▍█▅ ▊▋▇▋ ▊▄_▅▋▆▄_▄▇▇▍▉▋▋▄▍
Push trigger wip
WorldMap wip
deleted unused model prefabs
Organised TimedExplosive's 200 properties into some groups to split up a wall of text in editor (rip muscle memory)
Fix compiled asset filtering
Updated composite minimap visuals
npc_spawn_on_cargo_fix -> main
Handle cargo switch off in npc spawner rather than cargo. Ensures more consistent behaviour
▌▇▉▌▋ ▅▇▆▆ ▅▆▌█▍▊▉▆▍▊▌_▅▌▄▋▄▋▇
Catch case when ResourceProperty has no asset
Easier to target catapult ammo storage
Increased reload time
Use cloud asset type instead of file extension for filters in Cloud Browser. Resolves Facepunch/sbox-issues#6721