244,454 Commits over 3,898 Days - 2.61cph!
Merge from ai_wolf_iteration
Fix editor only code causing compile issues
frontier gate and wall meshes
Automatically look for stylesheets based on `Internal.ClassFileLocationAttribute`, added by Razor codegen, to implicitly load stylesheets based on class filename
Means that [StyleSheet] is no longer required to load `MyClass.razor.scss` etc.
Added WallpaperModelRenderer to the wallpaper item preview prefabs
updated swamps and bandit town swamp topology
Get rid of margin in HeightmapSdf3D
Sdf3DWorld.Size doesn't need to be Vector3Int
Make SdfWorld.HasPhysics a property
set no exit time and reduced transition on player controller to reduce delay when going from swimming to DPV 3p anims
Fix outstanding bugs on DLC views
Update .sbproj
Completely refactor how tile textures are cropped in the Tileset Editor. Allows you to work with tilesets around or above 4K without massive hitches.
Cursor shows as pointer when hovering a TileControl
Update fpxr to cf91368, fixes EXCEPTION_ACCESS_VIOLATION_EXEC inside InitHandTracking
Renamed bridge to swamp in terrain paint modes (as that's what it's actually painting)
Fix EXCEPTION_ACCESS_VIOLATION_EXEC finside InitHandTracking
Stick loading percentages & speed next to ETA
https://files.facepunch.com/alexguthrie/1b2811b1/NVIDIA_Overlay_HHsui18lvO.png
Replacing several Pool.GetList and FreeList with the new Pool.Get and FreeUnmanaged (post merge cleanup)
Tightened the terrain filters for hill cliffs and added Railside in 'topology not' to widen detection chance of rail
switched out prefab CompareTo to explicit implementation to avoid boxing
Loading screen styling tweaks
https://files.facepunch.com/alexguthrie/1b2811b1/NVIDIA_Overlay_Bul8fCTXAG.jpg
Tweak game starting card, no longer stretches and skews thumbnails
Removing Terrain_Distance from Shader.SetGlobalTexture as its unused on the shader side (all use cases covered by Terrain_ShoreVector)
CraggyIsland TopologyMap fixes
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Stash all this work so I can make ubre happy
Stash this as well first
Custom (INetworkCustom such as NetList/NetDictionary) not including in delta snapshot for now as they handle this sort of thing themselves. Stepping stone
++
Logs
No wonder this wasn't getting received
Don't log these now
Test
Remove this now
Go on server time
Test
More tests
Some cleaning
Merge from ai_wolf_iteration
Fix editor only code being used outside of editor directives
Automatically start renaming when creating a new object from hierarchy, resolves Facepunch/sbox-issues#6311
Begone log
Basic wheel gizmo - shows forward direction, suspension length, wheel radius
https://files.facepunch.com/alexguthrie/1b2811b1/NVIDIA_Overlay_QgaiG0rqSa.png
post-merge waterinfo query fix
Merge from ai_wolf_iteration
Add more weapons to editor combat loadout
Make targetting component more robust, make wolves react more believably when shot with long range weapons
merge DPV->world_update_2
Undo meta guid changes on wallpaper textures from previous merges
Add ValueField / PerlinField / SimplexField to Sandbox.Utility.Noise
Old static methods aren't thread safe and can't be seeded.
TerrainTexturing.ShoreVector doesn't need to take water volumes into account (this was from when lakes were using water volumes)
Merge from elevator_parenting (includes tunnel network layer visibility system)
Post merge formatting fixes
Trying to simplify this code
Removed WaterSystem.GetHeight / GetNormal / MinLevel / MaxLevel as several places were misusing it (everything should go through WaterLevel)
merge FrontierHazmat->world_update_2
Update: pool.print_memory now allows to filter by T, case sensitie
Will be useful in narrowing down leaks in a more precise fashion
Tests: Ran the command with/without filter args