249,481 Commits over 3,959 Days - 2.63cph!
Added a bunch more aliases to bullet system codegen
Fixed some dodgy parameters for bullet system method codegen
Fixed some shapes properties not doing per-update dynamic stuff
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navigator tick experimental changes
Updated loading copyright string
Diamond length and cross distance, acceleration per-update support
Got rid of some duplicated using comments in baked code
Example vibrateOnTouch keyframe properties
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Hammer: Added icons for env_sun, point_template and info_lighting_relative, adjusted icons for env_skypaint, lua_run (To remove the ugly white lines around the image) and info_lighting
Update animal AI design to now use StateError and StateFinished when roaming
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updated mil tunnel scientist AI design
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Fix assertion on calling IsVisible on updating visibility
small Chase / TakeCover state improvements & cleanup
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Fix AO proxies appearing on invisible objects or out of PVS
Added reserved position and entity slot enums for AIMemoryBank, switched placeholder hardcoded values to use them.
Animal roam state now returns to home point if no suitable roam points are found from current position.
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Fix bug where whole object would not cast shadows if one material would be flagged as not castable
Merge branch 'master' of sbox
Add setters for PhysicsBody Mass and LocalMassCenter. Wheel tool copies mass of attached prop (for now)
Give thrusters a massless mode
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Added BestMovementPointMaxDistance and BestCoverPointMaxDistance to BaseNavigator. These can be used to optimize AIPoint lookups per AI npc/location. This allows the new grid to still be used for optimizations whilst still working for the tunnel dweller range changes on main.
Carry out repeated UnparentDelayedCheck checks a bit less frequently
Clean up the list, remove any orphaned failed IDs that aren't children anymore
Prefabed oilrig structures to make updates easier
Shadow proxies pass on oilrigs
Expands on Jarryd's post-unparent-failure safety check. Instead of checking once, keeps checking at intervals until it's confirmed that the player is outside the bounds and unparented
removing old residential buildings prefabs
shadow proxies for residential buildings, prefabed residential buildings and variants from compound to make future updating easier
Fix inverted ShouldUnparent
Commit Jarryd's backup check: "0.5s after we reject an Unparent check all parented players to see if they are still around and unparent any that are invalid"
Be safer with the padding check (won't affect work cart as it has 0 padding anyway)
Merge trigger exit fix -> Workcart
tweaking shadow casters on a handfull of prefabs
Potential fix for falling off back of workcart issue:
Check bounds intersect when unparenting (we already do this when parenting)
New check is behind a bool so it's only enabled on the workcarts
Changed Train Engine shut off logic to check if any players are parented to it rather than checking trigger contents (since a player could now leave the trigger but still be considered parented as it's enclosed in the volume)
Subtract continuous physics change since it didn't help
tweaked barrage
tweaked broadside, etc
quad stage supports 2 player
sliders stage supports 2 player
Merge branch 'master' of SpaceUsurperUnity
fixed powerup icon depth level
Update hurtEffect.json
chromatic aberration option works
make sure to disable status camera effects
tweaked centipede despawning behaviour
Switch workcart from Discrete to Continuous Speculative
Remove the extra trigger check at the end of the base player tick since it didn't help the issue