248,557 Commits over 3,928 Days - 2.64cph!
Add NoPickUp and FastDespawn item flags.
Refactor despawn timer init.
Check for NoPickUp flag when showing pickup option.
Don't print the name of every loaded resource
▋▋▄ ▍▅▊▇▅▍█▋▉▍ ▍▄ ▊▌▅▆▌▄, ▌▆▆▅ █▄▉▋ ▄▆█▄▄█ ▅▍██ ▌▉█▋▆▊▄▍
added condition to normal swimming->standing transition to not be mounted
Use scene events
Some basic movement
If a wolf is stuck while roaming, kill it to save perf
merge from ocean-lightcolor-override
▅▆▉▌ ▍▆▅▊ ▇▊ ▅▊█▇▉▉ ▋▄▅▍▇ ▊█▉▊▆▋ █▇▍▇, ▅▍▍▋▍▌ ▄▉▄▋▄▍ ▊▍▊▆▄▉▄▍▋▊▅ ▇█▌▄ ▅▋█ ▊▇▇▆▍▋
mrege from world_update_2
Merge: from /main/clean_dead_code
Tests: upgraded half wall - it worked
Clean: removing code marked for deletion since 2023
Tests: upgraded half-walls - it worked
merge from world_update_2
merge from frontier_hatchet
▍█▇▉▆ ▄█▊▉█▊ ▄▇▆▇▋▆ ▆▍ ▊▉▅██▅▇▊
merge from world_update_2/Halloween_2024
Only update sphere shape when changed
Cache transform origin for sphere collider when built, use that when resizing
Merge from divesite-foliage-displace
Merge: from main
Tests: none, no conflicts
Merge from world_update_2
Optim: Recycle a list when paying for placement
Tests: none, trivial change
world_update_2 -> radioactive_water
▋▉▇█▋ ▆▍▊▇ ▋▇▆█_▄▇▉▄▄▋▋▆▋▋▍
Make sure resources created from native keep their correct path even when using fallback (error.vmdl etc)
Make missing resource references more obvious in inspector
https://files.facepunch.com/solw/2024/September/23_14-27-LawfulPika.png
Merge from Halloween_2024/DraculaCape_Burstcloth
Fixed custom vertex streams on manpad fx
Optim: Avoid transient allocations for GetReloadMenu
This is more like a janitorial fixup rather than anything significant. Not recycling GameMenu.Options list because it's a struct, and we don't have a good strategy of shrinking containers in the pool yet.
Tests: Changed ammo for AK via radial menu
Added Tools/Find/Conflict ID Lookup tool
Fixed campfire_on.static, cursedcauldron_on.static, lantern_on.static all assigned prefab id of 0
Rebuild manifest
Stages
Kill trigger
Reset Moving platform
Update: reset radioactivity when recycling Items
Although Item pooling is not live on this branch, instead of going through merge overhead I'm just patching it directly here.
Tests: none, trivial change
Optim: Reduce allocations when running reloading logic on the server
- Added non-allocating singular IAmmoContainer.FindX methods
We've got a bunch of places where we are only interested in result but try to gather all.
Tests: Built all modes in editor. In local session, shot a couple mags with different ammo types. Explicitly switched ammo type via radial menu, and implicitly via reload-on-empty.
Bullshit file filtering
Add option to show only assets
Refactor list drawing
Put type icon in top left
Move a bunch of shit from GameNetworkSystem.* to Networking.*
painted black on ocean and ocean side topos of oasises
fixed ocasis_c biome texture not containing data
wip temporary, no-pickup world items
Revert that experiment, there is no benefit
HashSetEx actually doesn't need to defer adds
NetworkSpawn() with no arguments will use Connection.Local as the owner (like it used to)
Update: Getting rid of allocating PlayerInventory.AllItems
- Previous AllItemsNoAlloc is now new GetAllItems
- Added PlayerInventory.Contains
Tests: none, trivial changes
Update: List<Item> now use Free instead of FreeUnmanaged.
- Amortized a couple consecutive push calls
Need to do the same for ItemContainer.
Tests: Built all modes in editor. No runtime tests as it's trivial changes.
Compute anim hashes to not reimport them when they didn't change
▆▊▇▅▊▋▄ ▊▌▇▉ ▉▋▊▇▄▊▊ ▅▄▉▌▇▍▅▄▌ ▅▇▄▄▊▉▄▅ █▄▉ █▉▅▄▇▉, ▍▍▄ █▍▆▋ ██▌▅█▇ █▄▊▍ ▌▆▌ ▆▍▄ ▋█▍▄▄▆▉▍,
External change detection for scenes and prefabs use the source, should resolve messy external change detection, especially on new projects
Wider terrain blend map for swamp_b
Revert "Remove GetAllComponents( Type type )"
This reverts commit 1df4c2e1841f058432fdb446fccd5dcb93e0648f.
Implement GetAllComponents( Type type )
S2P stables_b to fix missing HLOD on monument scene version