249,480 Commits over 3,959 Days - 2.63cph!
Stash all this work so I can make ubre happy
Stash this as well first
If GameObject isn't valid when trying to call an RPC, call the method anyway but only if we can determine that we have permission to do so - this way we can ensure RPC methods are still not called when they shouldn't be for any given user. (Fixes Facepunch/sbox-issues#6270)
skinned latest wall paper viewmodel in rig and updated anims for it
Fixed an issue where if you're Small Fish and disconnect yourself from a created lobby immediately by calling GameNetworkSystem.Disconnect in OnLoad, a TCP socket would remain open preventing you from starting a lobby again. This is because Disconnect is called before the asynchronous method CreateLobbyAsync has finished, so it goes and adds/creates new sockets that never get closed.
configured prefab for cloth collision adjustment
- tunic bone chains also lifted up
Horse ragdoll prefab updated. Changed character joint settings and arranged new colliders. Changed names of folders, called head and body, containing horse armours to resolve skeleton issue.
added field to burstcloth to control how the collision rays are projected towards the origin
merge from unify_pool_free
Org error section
https://files.facepunch.com/garry/86a9e8a7-e4f0-4ce2-b282-bc9d344b5da0.png
Make transition labels into their own GraphicsItems
Fixed WallpaperPlanner.OnFrame NRE
Wood Piles~
Hotspot nodes were consistently getting stuck in ridges/weird parts of mesh. Came up with a way to use custom centres for each stage on an ore resource node. Much better results overall.
Greatly simplied my first attempt.
Improved ground contact on divesite rocks/props being off the ground
Applied feedback to Subway 2 wallpaper (applied skirting, shifted accent colour). Fixed Wainscotting 2 icon in skins list.
Allow player rotation in mayamode
Updated Wallpaper View Model Normal Map
Updated Wallpaper View Model FBX
Adjust skid + use base animator
Hide 'open x.cs' context menu option for internal components, fixes Facepunch/sbox-issues#6260
Merge from world_update_2
Stash all this work so I can make ubre happy
switch to material symbols
Fix chart NRE
Can delete stat
Lets start an element gallery so I don't keep recreating the same elements
Fix log pages being fucked
Update Qt with GraphicsView point/pixel intersection fixes, fixes #1653
Unify GraphicsView point/pixel-based intersection tests, incl. for transformed views
Clamp total combined modifier values to configured limit range.
Update Wallpaper View Model and World Model
Removed Wallpaper View Model Opacity Map
Rest Wallpaper View Model Material to use correct channels
Adjusted caboose colliders to fix unwanted collision
Tidyups, comments, C# style enums
Tidyups, comments, C# style enums
Applied soime WIP shelved changes
Disable PropertySheetPopup from being modal for now
Fixes Facepunch/sbox-issues#6109
Update: Fixing obsolete FreeList usage
Tests: none, trivial change
Update: Consolidating Facepunch.System.Tests
- Cleaned up a bunch of bogus using statements
Tests: Ran combined unit tests - they pass.
Neater error page
https://files.facepunch.com/garry/79da45f9-8a0d-4a71-80a9-c82110ba8d23.png
Error view page
Merge: from main
Tests: ran around, gathered, shot, built
Merge: from /main/experiment_reduce_gc_server_refresh
Tests: ran new unit tests, checked Server Browser work
Tightened the Oasis blendmaps, water surface volumes. Also added a monument topology to them so rail and roads piss off
Merge: from main
Tests: ran new unit tests, checked ServerBrowser
Update: StringView gains index and range support
Added tests to cover new functionality. Added more checks for Substring operations
Tests: ran new unit tests, checked ServerBrowser
tweaked glowboard intesity a notch
set emissive compression to HQ for now. We may want to dither the emissive if we set it to normal quality to reduce banding
No need to store as Base64 encoded string anymore