248,743 Commits over 3,959 Days - 2.62cph!
S2P radtown to try and eliminate missing materials in middle building (will cause a conflict with save_260, this change should be disregarded when merging)
Can give an optional target to scene event nodes
Fixes Facepunch/sbox-issues#6726
Music/Ambience now plays based on what is defined in LevelManager
Remove old platform code from player
merge from fix_radiation_rounding_damage -> main
Add more Metadata to LevelManager and implement ISceneMetadata
Remove all SceneInformation components in favour our new one
Round the display values of radiation down instead to match the radiation values on the server
- both for the item info panel & the total radiation protection beside the player model
Siege tower deployable prefab tweaks
Fixed player stuck in slow state if the siege weapon pulled has been destroyed
Reduced the max distance before releasing the pulling
Hide quality level until O(n^3) downsample issue is solved on shader
Subtract rounding the serverside radiation values
Added a transform line renderer for the extra belt parts on the side of the horse
merge from main -> fix_radiation_rounding_damage
Add TreatWarningsAsErrors compiler option
Add TreatWarningsAsErrors to built-in addons
Helps us catch warnings before the build fails because of BuiltInTests.NoWarnings
Add some default lighting to game object thumbs if scene is unlit
Fix SoundEvent JsonUpgrader to accommodate for RangedFloat values.
Merge from fix_ddraw_text_ztest -> main
merge from fix_map_focus_light -> main
Added hill cliffs small to the world setup / smaller rocks will spawn around the hill cliffs to fill in some of the previously empty areas
merge from community_ui_inventory -> main
Basic MapSelectTrigger
SceneTrigger and FadeUI improvements. Added option to send player to World Map
Fix Player getting stuck in squish states sometimes
Added loading screen with cute animation
https://files.facepunch.com/CarsonKompon/2024/October/29_14-04-DarkblueShrimp.mp4
World Map now does the new fade-in and load screen. Should be uniform just about everywhere now
Bugfix: avoid exceptions when modifying decals in editor
Tests: on craggy spawned a bunch of decals, modified them in various ways, deleted them - no exceptions
Added Distance/Falloff to Sounds (#1682)
Instead of declaring multiple overloads for a method to allow a variable number of parameters, use optional parameters
Merge from main -> community_ui_inventory
merge from fix_jug_dump_leaving_water -> main
Merge from ai_wolf_iteration
Temporarily prevent wolves from hunting scientists until we update their AI
merge from qol_map_marker_num -> main
Mouse back/forward buttons in asset browser
Clean up history logic a bit
Connect further up the horse (like it would do in real life)
Merge from ai_wolf_iteration
Fix menu option for "numbered pins" being incorrect
Fix pins starting at 0 instead of 1
Fix wolf mesh not being culled on client when occluded
Use side anchors rather than central one
Add scroll layout enter/exit events to ListView
Asset browser: only render thumbnails for assets within visible scroll region, dequeue when culled
Don't refresh whole browser content when a thumbnail is updated
Just do a single thumbnail render per frame for now, feels less janky
Added temporary rope material
Reduced thickness of tow rope, as well as ampliitude of wind
Fix for hands clipping through glove mesh in:
Burlap Gloves
TacticalGloves
LeatherGloves
NinjaSuit
Optim: Remove editor-only per-decal Update callback
- They've all been consolidated to DeferredDecalRenrerer by tracking Undo history changes
This saves about 1.5ms during Update stage (in reality it's a bit less because of profiling overhead).
Tests: On Craggy ran around and validated I could still see footprints. Spawned them manually and tweaked settings and moved it's placement(ok) - trying to delete placed decal starts an exception loop(pre-existing bug, will fix next)
Use cliententities rather than serverentities to find other towing visuals
merge from qol_map_marker_num -> main
Fade out items you don't own in avatar scene
Fix wolves not stopping when ai.move is set to false while the server is running
Added Catapult Explosive Ammo FBX, Materials, Textures
Setup Basic Catapult Explosive Ammo Prefab
Re-setup catapult for towing visuals