250,057 Commits over 3,959 Days - 2.63cph!
Cleanup. Add test aoe_damage ability. Network selected ability (for when targeting)
Separate overloads for different activation types
For PlayerState selection process, check with Hero if we wanna override it. Implement selection of location or target for selected ability - find closest point on nav mesh when selecting a location for AoE stuff
edited blunderbus reload animation. the hammers now get cocked back.
Fix Menu.AboutToShow not getting called unless opening as a modal
Tweak node/actiongraph design
Beginnings of friends list UI
Add link triggered test
Add failing test involving dispatching link triggered with a ref struct
Fix a couple of issues with ref struct types
Fixed instant camera world model LODs
Fixed store item category texts always showing as Clothing Skin
-Fire Extinguisher LODs, Prefab and collision changes
Add placeholder audio to wolf attack and hit
Merge: from main
Tests: none
RenderTarget.From throws an exception if the passed textures were not created as render targets. This then fixes crashes when you're trying to use these invalid RenderTargets.
Fixes Facepunch/sbox-issues#6463
Fix not being able to move after closing sign drawing UI with chat open
Restored F7 report popup texts size again
Merge: from main
Tests: built all modes, tried to repro 2 previous known bugs - didn't happen.
Added AbilityType, IAbilityUser, BaseAbility and AbilityResource. Foundations for abilities/skills
Add HealAbility and able to use abilities in slot by Q,W,E,R. Still need to do target / AoE ability (selection).
Reduce wolves mass to reduce the impact their make on vehicles when attacking
Fix IsNpc returning false on client for wolves
Fix wolf appearing as "wolf2" when killing a player and not being translated
Fix wolf achievements and stats
Avoid cyclic library references when publishing libraries
Fixes Facepunch/sbox-issues#6414
Fixes Facepunch/sbox-issues#6410
Can drag drop cloud prefabs into the scene
Merge: from main
Tests: none
MeshComponent updates meshsystem & sceneobject flags when setting a new model, this is usually automatic but it's a semi-procedural workflow
Manually added cliffs to lake scenes the old fashion way
S2P launch site so the barricade mound fix gets applied
Leaderboard backup, run #
14212
merge from world_update_2 - Staging wipe
Wrap CallbackBatch exceptions so we know where they're being called from
Merge from fix_barricades_tunnel_entrance -> main
Fix barricades not being placeable on the 2nd variant of the above ground <-> below ground entrance of train tunnels
Duplicate Timeline script
Merge from world_update_2
Explicitly load the steamapi64 dll from the bin folder
Fix menu music NRE
Make Web.DownloadFile a bit more resiliant
Fix NRE in Component.Loading
Fix NRE in TrailRenderer
Fix error reporter not reporting some package errors
Fixed LODGroup conflict on blunderbuss world model
Merge from world_update_2
Merge from world_update_2
Added "Tools/Find/Culling Volume one way connections"
Fixed missing connections in cave_large_sewers_hard, cave_medium_hard, cave_small_medium, cave_large_sewers_hard
Merge from world_update_2
- Removed the last vestige of code that allows servers to arbitrarily set the loading messages
- Moved the queue language into the client with proper localization
- Cleaned up order of connection/queue processing, instead of putting every player through the queue process, we only queue players when the server is actually full
- Packet type Message.Type.Message can now be used to set a custom tip in the loading screen (will disable existing rotating tips), only accepts a single string instead of two previously.
Fix NRE when attempting to repair an item and removing the item from the repair bench at the same time
Merge from fix_monument_scenes_map_gen -> main