250,973 Commits over 3,959 Days - 2.64cph!
Render.DrawScene can now use any multisampling. Render.DrawScene throws some exceptions when textures are invalid, wrong image formats or multisampling mismatch.
Reduce crafting requirements for rod
Will no longer catch inanimate objects when using meat or fish as bait
Remove chance modifier based on bait value (min/max values are better tool for this)
Fixed missing fishing rod world model
Fixed players being able to interfere with fishing by swimming near the bobber
Added a convar to show the strain UI
Halved condition loss
Increased the minimum amount of time to wait before a fish bits so they don't bite before the bobber comes to rest
Player can now move while catch success animation is playing
Spawn the bobber a bit higher
Water.quality convar will only be read once every 10 seconds (quality will automatically change after 10 seconds to the final value if it was changed inside the 10 second window)
Trying out ComponentTypeHandleCache<T>
bulletSystemIgnoreOnUpdate -> bulletArchetypeIgnoreOnUpdate
fix quad bossUnit null when shield respawns
Mark NativeArray fields as readonly in generated jobs
Merge branch 'quad-nre'
Refactor BulletSystems into one system, with many BulletArchetypes
Replace "System" with "Archetype" in json scripts
Updated .gitignore for new BulletArchetype generated stuff
RenderScene uses srgb color space when using no multisampling
Remove model tinting from home avatar, shouldn't be needed now
Add UI.Scene.RenderOnce scene will only draw once when content size changes
Render scenes to render target
Static CCTV cameras naming pass for modules
Underwater labs specific lootcrates and lootspawns presets
Initial loot spawns setup across all modules (this may need revisit as we gather data)
nightmare speech bubble colors
Fixed disconnect on dying when not inside any triggers. Sorry Staging players.
Bump up zfar for now until we have a better way for maps to control it
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Underwater labs modules puzzles setup
More dwellings work
Try only scheduling bullet AdvanceKeyframe jobs when 100% needed
Update common
Add support for chat channels
Add support for chat channels, add global chat
Make moonpool water plane convex, so that subs can detect it
Stability edit for centre of mass changes
Allow duo sub passenger to wield items
Don't allow pushing subs if not grounded
rohans latest version of crittermovement shader
Set submarine greeble prefabs to be the flat version, created new curved versions and 90degree bend versions of all pieces, made pieces tile much better, added end caps for tiling pieces, added small decal like pipe inlet to blend with wall better, repositioned pieces to sit on the wall better, set up all new prefabs. Still need to make end tile caps blend in to wall better, fix up any bugs
Add dummy handlers for interaction start/stop to get rid of the error popup
Disable filtering out interaction start/stop events for the current player
Changed default colour of plastic bench to be white
Remote players now animate when moving around
Improved Temp Destruction Particle
Axis X controls size.
https://files.facepunch.com/louie/1b2311b1/particles_destruction_temp_destruction_temp.vpcf%202021-07-23%2020-20-33.mp4
Double click to craft
Fix NRE in chat if you open it and dont type anything
Show your items in the inventory window too
Old bench fixes for pivot position and AO export issue
Allow complete 360 mouse look while in firstperson car camera
Dwellings dressing backup
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Swap all entity colliders to cylinders instead of capsules, tigtened up a bit too
Fix window X not closing the window
Crafting window (display only - doesn't actually craft yet)
Update common and data
Fix recipe and item requirements not deserializing correctly
Handle inventory full notifications and a little cleanup
Update Towns.Data
Add notification for when the player's inventory is full and they can't gather more resources
Refactoring a ton of stuff to work with s&box
* Got rid of unsafe code in compression utils
* Replaced Guid use with a custom Uuid class because using Guids required Unsafe
* WIP refactoring network serialization to use a codegen'd binary serializer instead of JSON because System.Text.Json can't do inheritance
Refactor to support deserialize instantiating using a constructor
Support Nullable<T>
Codegen loads the project with MSBuild so it has proper type info
Add support for List<T> serialization
Support serializing byte[], ImmutableList, and ImmutableDictionary
Some bug fixes
Mark more stuff as NetSerialized
Kill JSON
Swap out the TCP server for a WebSocket server
Update Unity client to confirm things still work
Updates to get sbox working
Include some neighbor heightmap data in chunks for getting rid of seams
Remove EditorLogin
Close channels a bit more eagerly
Put cancellation in where channels may get blocked up
Server changes to allow getting UserIds in chat messages
Log frontend server connection errors to make troubleshooting disconnects easier
Fix serialization not handling null strings
Update Towns.Data to not use assets from Unity
Update Towns.Data
Add notification for when the player's inventory is full and they can't gather more resources
HTTP() function now has a timeout field, which dictates the network activity timeout, and will fail with reason "timeout" if it is hit.