255,123 Commits over 3,990 Days - 2.66cph!
Collect [PathNode] types too for Hammer
Small fix to packages of gamedata entities
Reorganise base addon
Delete old reverb track
Remove unnecessary [DefaultValue] attribs
HammerEntity should be HammerEntityAttribute
Fix DisplayInfo setting Group to the IconAttribute value
Remove GameData.ParseAssembly and special cases for Sandbox.Game, let's grab it all with TypeLibrary on tools.refresh
Delete killfeed from base
Remove Crosshair stuff in base (we shouldn't be handling this)
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ClothingContainer and ScreenShake fixes
Move Assets/ to Resources/
Remove ScreenShake, CameraModifier (this isn't stuff we should be providing solutions to imo)
Move DecalDefinition to Engine
Rename AssetLibrary
Add ResourceLibrary, Make Resource.Get internal
Move Clothing to engine, create ClothingContainer, Remove Clothing.All
pallet - blue and red skins
Warn if [Description] attribute used when it could have been automatically applied, fix duplicate instances being applied
GameResource cleanups
merge from hapis_conversion
Backup 2022/05/19 06:50:00 UTC
Possible fix for missing text on pickup notices
Adjusted flatbed parenting triggers
Lowered modular car flatbed world colliders
Enabled vehicle parenting on other vehicles as well: Modular car flatbeds, and the scrap transport heli. If you can get a vehicle in there, might as well let you carry it.
Saved camera states now store the parent entity and bone name, will attempt to restore the parent and local space position/rotation if the entity can be found
Fixes "Return to start position" option when recording a shot while parented not working
- Added support for vehicles to enter the parent triggers of other vehicles (somehow we've never needed this before!).
- Now that we support it, added parenting to trains so that e.g minicopters can land on trains without sliding off.
- Cleaned up BaseMountable a little, removed some very old commented-out code.
Hide the logs tab if the player doesn't have access to it
Show last seen down to the minute since we have online statuses now
Refresh clan info periodically while the UI is open so the online/last seen text updates
Wait one frame in TriggerParent when killing the player. Fixes the player not being able to respawn properly after falling asleep and dying in the same frame
Try using a node stack for GetOutputNodeID, breaks highlighting but fuck it for now
Maintain a list of user IDs that are connected across the nexus
Correctly set the online flag for clan members when they are online in a different zone (when running as a nexus)
Added blockRectTransformChange bool to TMPro labels, when true the label will no longer react to RectTransform changes (itself or parent)
Enable this on item pickup notices while processing the layout on the vitals UI, as adjusting the position of the parent UI root was triggering a full layout rebuild of all text inside the pickup notices
Merge from spraycan_merge2
Backup 2022/05/19 00:50:00 UTC
Fixed train-to-rigidbody collision sometimes bringing the train to a stop
Another boatload of fixes.
Lods for the exterior and interior of the cabin (excluding controls)
combined a lot of the meshes
baked LOD to reduce materials down to 1 material for the exterior of the train
added textures for bakedLOD
reconstructed the prefab
Extend the fake steam ID function to allow disabling randomization (it'll be consistent depending on what unity project path is open)
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Fix crash when changing subgraph on node with connections
Detect cyclic subgraph nodes
updated directional damage indicator
toned down incoming damage notification
updated SAR recoil
updated crosshair
updated hit markers
added weapontest gm
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Rivers & lakes fishable.
More ore count improvements.
Tons of other random fixes.
Fixed caustics applied to objects above water level
GetOutputNodeID has optional groupnode id so groupinputnode can know what group its for