102 Commits over 31 Days - 0.14cph!
Fix conbutton states not getting reset.
Unsubtract max health changes, fix loading saves that were created before max health persisted. Also fix loading old buried item saves.
Fix camera jumping when alt tabbing back into the game or clicking into the game view in editor.
Fix flashlight and laser sight attachment effects getting stretched when toggled during inspect animation or by unequipping/equipping the weapon.
Handle static array constructors, skip convars when resetting static fields.
Network max health, add debug.setmaxhealth convar.
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Let backpack weapons be buried after a backpack despawns, maintain item condition when digging the item back out, fix ownership not being set, handle duplicate expiry times.
Add basic ghostship for testing until collisions get fixed, add ghost ship to proc map(wip)
Add newly generated projects to the solution build configuration, otherwise the solution won't build.
TODO: Generate client/server projects for the main assembly dependencies and use those projects instead.
Enable burying on seasonal weapons
Enable burying for attachments (splitting this so its easier to subtract if needed)
Enable burying on a set of weapons
Fix bugs, make expiry time into a cvar, add random chance to bury an item, don't allow items to be buried by default.
Make it so buried items don't expire while the server is down, rename expiry time to match the new behaviour. Fix buried items not saving.
Dispose of native arrays at the end of query vis job.
Implement being able to find previously dropped items by using the metal detector.
Add min/max value descriptions to NBZ cvars.
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merge from /main/nametag_clipping_fix
Add a null check to query vis job runner to prevent crashes on disconnect.
Add editor preference setting to generate Client and Server project files.
Edit -> Preferences -> Facepunch -> Project Generation
merge from nametag_clipping_fix
Move useJobs into client code
Make new no buiid zone shader more transparent.
Add a QueryVisJobRunner to handle visibility checks in batches while also allowing for layer mask filters.
Name tags are now a lot more stable with the magic offset removed and physics based visibility checks.
Split the bot.crouch command into two client/server commands.
Add admin "bot.crouch" command to help test with nametag visibility testing.
Reset pools and fix evil runtime fields on scriptable objects.
- Craggy Island now runs, as far as I can tell everything is functional but I'll test it a bit more with other scenes.
Improve no build zone visual by adding a ring that gets brighter as you get close to it at any height.
Reset fields on mountables and prefab attributes, craggy island still has more issues I need to fix before its playable again.
Jank fix for empty types in code gen by counting fields.
Fix inputs being registered twice with domain reload disabled, everything in Playground seems to work at this point. I can hop into playmode within 7 seconds which is awesome.
Handle resetting list components in code gen, reset LeanTween fields manually. We can now walk around, aim, shoot -- just some UI bugs left.
Add support for actions in domain reload code generation, fix main menu fields not being reset:
- We can now get into the game and walk around.
- Some inputs are still kinda broken, some UI gets stuck.
Just a few more fixes and it should be functional.
Add codegen handling for readonly and unity objects .
Compile everything only when CLIENT/SERVER/UNITY_EDITOR symbols are active to avoid having with build compile errors, this thing only needs to run in editor anyway.
Add code generation to reset static fields on any partial types with the "ResetStaticFields" attribute.
Reset static fields on scripts to allow for disabling domain reload, we're now able to get ingame without a reload but there is still a ton of bugs to fix.