248,649 Commits over 3,928 Days - 2.64cph!
Ensure slider constraint with bad values does not cause crazy physics and cause potential crashes
Server's IP address can be selected and copied in the server browser.
Make IP address in server browser selectable (#1707)
Disabling some of the usage of Hierarchy group outside of the editor
Folder renames
More refactoring
Test refactor/cleanup
Sandbox.Library absorbed
Puzzle 'simplelight' HDRP light fixes.
Sat dish monument fixes.
Sewer branch fixes.
Moved sewer branch puzzle into lighting group to merge proof the custom stuff there
Fixed new cliffs clipping into underground areas in sewer branch
Fix SteamServer not being initialized
Drinking tea now hydrates the player
Moving Html parser to namespace
Refactor
Stripped HtmlEntity, Added HtmlEntity tests
Trimmed HtmlNodeCollection
Remove Overlap
Strip save/write/commentnode
HtmlAttributeCollection stripped
More trimming
More trim
Start HtmlParser unit test
Strip ServerSideCode parsing
Handle unclosed tags in a more permissive, expected way
More stripping
HtmlParser unit tests
Merge from farming_optimisation (server side farming performance improvements, split fluids evenly when draining through splitters and heaters now affect planter temperature)
Fix cam zoom lerp not being multiplied by delta time (fixes camzoomlerp convar not working with midi binds)
Merge from dialogue_graph
Added AIThinkMode to base brain, all brains can set their think mode: interval or fixed update, as well as individual tick rates.
Moved a bunch of ShouldThink/DoThink logic to base brain so it can be used by all brains instead of each having its own delta implementation, age tracking etc.
Added "time in current state" to debug display.
Moved brain states to a new shared enum, AIState. State constructors set type.
AddState no longer requires a type parameter.
States are now automatically maintained, in a dictionary.
Reworked current state handling to be a state ref, not using array indexes.
Hooked up gizmo drawing to brain, calls it on any active state for debugging.
Added basic debug rendering info to base brain (current state name for now).
Get movie maker working again after merge. Disable demo text.
Moved client gib creation to a new virtual SpawnGibs method that gets called from DoDestroyEffects
New SeasonalTimedExplosive class to manage gibs since we can't disable the gibbable on the gameobject any more
Fix a player getting stuck in the recent drivers queue of a car if the queue has multiple drivers in it
Check server state in CeilingLight growable refresh (like the GrowableHeatSource component)
Spawn all car gibs
Tweak position/rotation calculation
Update BillBTestMap for the new Unity version
Fixed wounded players blocking server-side projectiles (rockets etc) as if they were standing up. Collider height is now reduced while wounded.
Fixed incorrect PrefabID on vehicle_parts.prefab (it had the ID from DoPrepare being run while the prefab was open in the prefab stage - see #53749)
Fixed car conditional gibs not working
Added a uniqueId field to Gibbable to help identify specific components in situations where we need to only deploy specific gibs (like with car components)
core player repel tweaks
player graze size modifier
properly count active pixelgroup prereqs on other units
changed impact effect angle when hitting pixelgroup
easy octopus balancing
Fiddling with the bootstrap scene + TMP to get rid of font texture duplication
Fix GetObjectID returning a blank path if the GameObject passed in is currently open in the prefab stage (prefab editor). Was causing some incorrect PrefabIDs to be set on DoPrepare.
Tweak force position when paddling
Halve push force if floating in water
Rename kayak seats for consistency
FXAA doesn't work well with large (F9) screenshots. Disable AA for large shots, but only if it's FXAA. Also added an enum for the antialiasing types.
Fixed gib rotation
Prefab cleanup
Fixed fuel storage not being accessible on RHIB after collider update
Improve performance of finding values in a column
Fix mistake in string size calc, show correct sizes for strings and arrays
com.unity.memoryprofiler@0.2.5-preview.1
Fixed bugs that didn't account from default state. Fixed death screen padding issue.
Quad rendering rewrite
Quad shader tweaks
Extra profiling for Switch
Fixed RPG shooting a non guidable missile in some cases
5th optional argument for surface.DrawOutlinedRect - thickness
Added new argument to Entity.EmitSound - flags, and fixed type checking for the other optional arguments, including pitch and volume arguments not working if soundlevel argument is not given.
Ugly hack to fix gmod_wheel direction indicator cutting into the model with certain models
merge constraint crash fix
Added Preset support for Weld and Camera tools
Ensure phys_lengthconstraint doesn't try to create 0-length rope constrains causing crazy physics and potential crashes
Renamed for /main consistency
Powerplant invisible light fix