248,556 Commits over 3,928 Days - 2.64cph!
Remove stepcount from physics interface, don't need to be calling into native to set this
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Radtown:
Enabled mesh collider on toxic water surface
Raised second radioactive water source to extend higher up
S2P
Stick org icon next to asset info
https://files.facepunch.com/alexguthrie/1b2411b1/sbox-dev_C9MXtG8BHu.png
Merge: from pool_container_telem
Tests: took telem info from craggy, procgen 4.5k and saved procgen map. Built all modes in editor. Built standalone server exe.
Some changes on the new radioactive body drinking detection. Closer.
Buildfix: properly exclude command from non-editor builds
Tests: built all modes in editor. Built standalone server.
Initial cloud browser, separate from asset browser
https://files.facepunch.com/alexguthrie/1b2411b1/sbox-dev_H2QXLFoiGB.png
Fix fireball emission potentially not only being enabled when fireballs are stationary
Fixed radioactive water poisoning sound trying to access a higher index by accident
Fixed editing method graphs
Fix "Break into separate components" on a deactivated Prop component not restoring procedural components
Added null check in CalculateInventoryRadioactivity to prevent NRE when updating player inventory radioactivity
Fixed broken bota bag prefab
Ensured it has correct container to support rad water
Update: added editor-only print_memory_overhead cmd
- Marked that it gives estimates, not accurate results
Tests: ran on craggy - got simlar results to print_memory
Fixed wood piles being set as ore
world_update_2 -> radioactive_water
Added Prefabs/Templates for a bunch of useful stuff
Fixed inconsistent padding on header bar between LeftCenter and Center layouts
Tweak incapacitate vision block duration.
Add fade in/out for effect.
Fix player sliding around sometimes. Abilities now have more control over the player.
Added LaunchAbility and updated Jump Pad to use it to launch you along a perfect trajectory.
Only append quotes to clipboard text when pasting into property where it's not already likely valid json, resolves Facepunch/sbox-issues#6496
Update: print extra mem held by containers in Pool
Tests: took a couple snapshots on craggy, fresh 4.5k procgen + 4.5k procgen save
Update: Pool can track container capacity memory overhead
- Implemented as an editor-only feature to avoid adding overhead in release
I needed to confirm that we don't keep around giant lists/buffers in the pool.
Tests: entered play mode in editor
Obscure vision overlay prefab tweaks and added separate placeholder image/mat
Ginnle NPC Intro Dialogue
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Added TargetCountWorldSizeMultiplier to PlaceMonuments
Reduced lake target count from 2 to 1 for small maps
Minor improvements (#2120)
Revert "Merge remote-tracking branch 'upstream/get-type-remove-cache'"
This reverts commit 16f9e5de46448d334f13aea853ae6d13b3d36581, reversing
changes made to 608fac6f22814e3eeb4609c80c0b5f08205e24ed.
Keep the cache but add a way to rebuild it properly
Update spanish.lua in the terrortown gamemode (#2118)
Fixed attempt to index global 'sam' (a nil value) (#2121)
Additional checks for ice sheets to avoid rivers
basis of water flow terraindata
- compressed y-axis rotation of a world-aligned forward vector to a byte (about 0.71 degree error) in -pi to +pi range
Fixed some additional oddities where rivers meet ocean
Mostly working, can't edit graphs
Fixed several GenerateOceanTopology oversights
Update playground_testing.scene
-Shield world model prefab + LOD and pivot changes
If fire is ignited while wolves are very close, they will retreat instead of just slowing down to give better feedback that fire worked
Fix fireball isStationary compile error when compiling in None mode
Change wolf behaviour so that it doesn't get used to fire and start ignoring it once the player gets too close
Now it'll attack despite the fire if the player is too close, but stay defensive and use hit and run tactics instead of hyper-aggression through fire
tweaking of coastal rock terrain raise parameters, added an extra object with lower opacity and larger radius to ease out the terrain but the system has its limits as its stands
Update ITagSet to have more consistent HasAll/HasAny overloads, resolves Facepunch/sbox-issues#5023