249,466 Commits over 3,959 Days - 2.63cph!
Simplified CallMethod generated code a bit
Fixed BulletsInRadiusEnumerable
Moved the warning beep audio source into the cockpit
A better place to stop the proximity loop
Fixed proximity alert loop audio source not being 3D, and fixed it not stopping when the train engine stops
Re-enabled proximity warning after refactoring
Add file.AsyncRead(string file, string path, function(string file, string path, int status, string data) callback, bool sync = false)
hard tentacle cores
Merge branch 'master' of SpaceUsurperUnity
hard orb cores
hard claw cores
hard frame cores
Merge branch 'master' of SpaceUsurperUnity
Fixed case where inaccurate spins remaining would display in slots UI
Added EnumerableForEachMethodCallGenerator
Added a new foot IK anchor trigger that locks the foot IK to a specific transform and updates every frame
While standing in this trigger we can use the anchor's transform instead of physics raycasts so it should actually increase performance
Added the new trigger to the static elevator lift
updated train barricade art
fixed slow walking NPCs not playing footstep sounds
TunnelDweller NPC will not longer roam far from it's initial spawn position
- Added spline for the new station middle rail.
- Added ability to specify a spline as forced secondary, making it not be the default route. The middle rail siding was being calculated as the straightest and being assigned as the default.
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- Added a button to the spline inspector to go straight to the shared splines prefab
Fixed GenericSpawnPoint class not compiling in CLIENT mode
Fix new track spline components no longer getting set up correctly when fist added
Remove my temp "boarded up" window object from the work cart
updated workcart lights + added cover
DoF / Motion blur testing dots on testmap
TTT: fix instant reload of dropped weapon
Making HotloadResult Json friendly
Enable specular by default when creating material from image
If there's no valid suffix on texture name, just throw it into the color slot
Right clicking an image file in asset browser tries to create a material (needs cleaning up but works)
Fixed some invalid codegen
revamped random rotation for spawngroups, can now specify an angle snap (45/90/180 etc)
added new NPCDwelling
underground navmesh now uses 50% less memory
Can now specify aliases for parameters when converting to C#
Added:
- void NPC:SetActivity( ACT_* )
- void NPC:ResetIdealActivity( ACT_* )
- bool NPC:IsGoalActive()
- void NPC:ClearBlockingEntity()
- NAV_* NPC:GetNavType()
- void NPC:SetNavType( NAV_* )
- NAV_NONE, NAV_GROUND, NAV_JUMP, NAV_FLY, NAV_CLIMB
Should fix XSS mentioned in #32
Add StringTable.Contains
Add FileWatch.OnChangedFile
AssetList automatically adds all .scss files
Renamed AssetList to NetworkAssetList
Merge branch 'master' of sbox
hard mech cores
hard execution cores
hard trench cores
Merge branch 'master' of SpaceUsurperUnity
hard onion cores
hard hunter cores
Prefabs for signs that show the name of a nearby monument (needs art tweaks + placement)
More bespoke puzzle things.
Allow HDR colors on TMP_Text (and RustText)
Player bullets now fully supported by ECS code gen
Don't accept drag action if there's no valid files
ModelDoc: Add support for fbx file drag and drop
workcart sounds first pass
Basic MethodCallGenerator framework
Support for calling subroutines from BulletSystems
ModelDoc: New bone "Do Not Discard" true by default
AssetBrowser: Refresh Thumbnails/Dump thumbnail are context aware (only allow it for assets that have thumbnails)
lets try to recover from internal compiler error yayyy