244,595 Commits over 3,898 Days - 2.61cph!
Strip the Shortcut class from EditorShortcuts altogether, reducing bloat and fixing widget focus issues. Pulled ShortcutType enum outside of ShortcutAttribute class.
env_fish correct values on main camera
Plane collider size change
Player move / locally owned network object parented orbiters
Lots of moving objects
Delete IconChanger, it don't work
Fixed missing PreventBuildingMonumentTag on all caves prevent-building volumes
- fixes the tin can alarm not deployable in caves
- fixes barricades not deployabled around caves
Ran S2P on all cave scenes
Fix SceneCamera.GetFrustum for ortho cameras
Breaking change, but fixes incorrect behaviour
Fixes Facepunch/sbox-issues#5999
Stop opening scenes overriding other tabs' camera locations, fixes Facepunch/sbox-issues#5929
Add Gizmo.Draw.LineFrustum
Use Gizmo.Draw.LineFrustum in CameraComponent.DrawGizmos
Facepunch/sbox-issues#5999
Fix wrong delta for movement snap making 2d drag go all weird, fixes Facepunch/sbox-issues#5981
DPV Beacon light
LODs and material/textures
Beacon light prefab setup
lake b and c builds, unity scene setup
Fixed crashes with npc_portal_turret_floor
Bump .exe versions
Updated language files
Mark Editor.Option.Shortcut as [Obsolete], telling users to use Editor.Option.ShortcutName instead
GlobalKeyPressed now passes KeyEvent instead of key int
Added KeyEvent.Name which returns the name of the key pressed based on it's KeyCode and NativeKeyCode
Update surfaceproperties.txt
These values are not used, idk how they even got here
If the benchmark can't access the backend, just quit (like if azure is down)
added wall_brick_e material
Fix crash from trying to upload too many envmaps to the GPU, missing range check but also why are there this many envmaps being binned @samzanemesis
This caused more problems than it solved
Default sort to popular, matches backend
Localized and toasted repair failed errors
Speed up navmesh generation by using arraypool instead of a massive buffer
Refactored and renamed a bunch of stuff so we can use these toasts for any type of gameplay errors (building, item movement, etc)
Fix Module.ResolveType for ByRef types
Caused fast hotload to fail for some methods
Fix memory leak and add more profiler coverage
Close package modal if we try to open the same one again
Hide library projects from template list
Localized server side building errors
Moved them out from the chat to the new toast UI
Fix being unable to fullscreen editor windows when there is no open console window, fixes Facepunch/sbox-issues#5974
Add ToString / GetHashCode nodes
https://files.facepunch.com/ziks/2024-07-30/6SrcmglJqF.png
Fix package caching in other thread errors
When copying project template files, allow overwrite
Warn if couldn't make cookies backup
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New: Adding Server unit tests foundation
Sadly, they're not fully functional now - the client and server connect to each other, but the full client handshake doesn't happen. Will chase this up after I setup companion server tests (what I originally intended to test).
Tests: none, as I know it's borked
Add option to disable verbose log and add profiler markers, reduce gc allocs
Remove unused
Remove unused
Remove dbghelp.dll from bin folder, see how much chaos it causes
Add volume to VideoPlayer.Audio
Dispose sound handle before deleting managed audio source
Save and load navmesh as part of boostrap and saverestore flow, lower voxel size for tiles that only contain terrain
Fix regression with rooted paths without volume labels on Windows
Also explain why we're not just always calling Path.GetFullPath
xoofx/zio#92
HasWindowsVolumeLabel: Avoid IndexOf, only supported on Windows
Revert "Create a CallbackBatch around Udpate/FixedUpdate/Start, so inner calls don't create their own, and callbacks all get called at the end"
This reverts commit 7dd50b001d043165f5389e4dcb64e8fcbc6faabd.
Revert "Make CallbackBatch 'safer' by making it always require a scene"
This reverts commit f3fdd37d24ebbaf66cbb92b47582e6a12a559532.
Re-apply OnPropertyDirty fixes
It's probably wise to dispose the sound handle of video player when we're done with it
Allow videoplayer audio to set target mixer