248,581 Commits over 3,928 Days - 2.64cph!
Split into different 1st and 3rd prefabs because reasons.
Movement improvements/fixes
Added static WaterTypes class. Swapped water Item Definition string lookup to a centralised set of definitions. Eg:
ItemManager.FindItemDefinition( "water" ) -> WaterTypes.WaterItemDef
incendiary grenade model and textures
Remove weird ass Visual Studio Code formatting
Can no longer splash players with radioactive water who are in safe zones
Vehicle fuel tank now supports radioactive water
world_update_2 -> radioactive_water
Increased radius of blocking zone on cargo docking path. Should prevent cargo from clipping the new rocks when docking
Remove libstates
Add libstates as a submodule
Update libstates
Use GameObject.Clone instead of GetPrefabScene
Fix #16 for NetworkSpawned objects
Leaving note about pLayer->OverrideFrustum
Fix stylesheet multiple watchers, add test assuring that updating stylesheet removes older styles
Fix not removing shadows when resetting styles
This optimization is bullshjit
IsDefault doesn't need ToLower
Radiation dart initial placeholder prefabs
Fix compile errors on sbox_content project
Merge from river-ocean-transition
Merge from map_slope_shading
merge from fix_god_fallbleed
merge from fix_locker_durability
merge from fix_chinookcrate_buildradius
More work on jungle ziggurat scene.
Leaderboard backup, run #
13972
Increase bounds padding on elevator lift
Scaffolding mesh collider is disabled while an elevator is in motion to prevent players clipping into them and getting dismounted
Merge from world_update_2
Halve the HLOD distance of both harbors
▅▆▄▉▋ ▌▊▌▊ ▊█▊▍▄ ▇▉ ▌▉▉▊ ▊▌▆▉▇ ▉▉▊'▊ ▇ ▋▉▄▊▍▊▇▇
Added mission points to divesite D, E, F so diving missions work
Allow blueprints to be learned directly from backpack
Set static planter wetness client side to full, might solve some flickering issues
Fixed extra material pass on small planter, both player placed and static versions
Dirty TilesetComponent on Layer SetTile. Set defaults for some params
fix UsePixelScale being half size 😳
Human: more skinning adjustments, implemented elbow/knee helpers
Merge from fog_motion_fix
Replaced a frequent vis check on FogMachine with a trigger volume when motion sensor mode is active, should result in no performance cost at all if no players are nearby
Reduced the frequency from twice a second to once every 1s-1.5s
tissue box assets and setup
Leaderboard backup, run #
13959
3rd person movement stuff
Movie overlay test (make sure scss works in libraries)
Fix moviemaker to use the paths
Tweak SerializedObject system so NoteChanged only gets called for the property that changed, and it cascades down - instead of every object on the way down
ISceneEdited get a consistent "path" to the changed property
When changing position/rotation/scale of bone, automatically become procedural
Undo deserialization updates objects rather than delete and replace
Old OnEditLog undo tries to use new go/component localized system where possible
Allow wolves to perceive other NPCs through occluders, but not players
Have wolves prioritize players that attack them over animals they are hunting
Fix out of range exception
Fix bug where wolves were faster than light
Reduce the speed at which wolves eat a corpse
Support facing camera or normal in line shader
Add face mode camera or normal in scene line object
Add Vector3.Slerp/SlerpTo
Add face mode to line renderer so it can face normals defined by point rotations https://files.facepunch.com/layla/1b1511b1/sbox-dev_2MiwGSz4bX.mp4