249,454 Commits over 3,959 Days - 2.63cph!
Create new property on handle added
Rotation track
Add Curve.RemoveAtTime, Curve.Sort, Curve.AddOrReplacePoint
When changing position/scale for objects, add an edit log for each
Try to normalize EditLog to send actual propertyname
Add EditorEvents.ISceneEdited , EditorEvents supports interface based events
Curve.Evaluate takes an angle bool, if true, lerps shortest distance between angles
Set DisconnectCleanupTime to 120
fix normal not being correct
Wrap animator into a playable, to allow playing one-shot animations without having to edit the animator every time
ImmediateTransition inspector tweaks
Experimenting with transitions
Map generation now ensures client + server
Editor starts playing when map generation button is pressed
Clean: fixing depr warnings in Scripts/Server
- Server performance can now report memory usage past 4GB
Tests: None, trivial changes
Terrain:GetHeight() multiplies by heightscale
Update Test_weapon_skin_1.vmat
Remove debugging - fix spike when flushing pending updates
Clean: Fixing depr warnings in Scripts/Entity
- Deleted VehicleModuleSeating.EditorCopyIntoBaseVehicle - all prefabs had up-to-date seating (we can remove the field soon)
- Deleted not-referenced Casette.FailedNetworkFileRequest (been marked as "deleteme" for 3-4y)
- Converted more types to use IServerFileReceiver - Casette, Signage. Ran RPC codegen to clean up.
- More ParticleSystems module use
- More ClientRPC RpcTarget-overload usage
- BasePlayer - explicitly read/write u64s (was happening implicitly via obsolete api)
Tests: none, trivial changes
Remove OpenVDB for TinyVDBIO instead (jesus christ), use latest version of NanoVDB, clean it all up, don't use glue, make all bridge between native in a def file
Temporary shadow fix for sprite_2d shader
mussel clumps, mussel clump transparent, mussel tiling material
Various minor optimizations
Release all Editor Shortcuts when toggling Play Mode
Merge from OceanWreckBuoy
Merge from legacy_wood_log_pile
Merge from Underwater_divesites
Merge from temperate_cliff_rework
Don't use state object transform for editor position
Get rid of delays in random transitions
Update GameObjectNode and AssetList Context Menus to use proper shortcuts for Duplicate
Clean: fixing depr warnings in Scripts/Util
- Part of AssetStorage clean added a warning when compression gets ignored (we only have 1 use case right now, Terrain normal maps)
- Remove TextureImporter obsolete field usage
- TextureImporter.linearTexture -> .sRGBTexture
- MeshRenderer.motionVectors -> .motionVectorGenerationMode
- More ParticleSystem module usage
98 warnings to go
Tests: None, trivial changes
prepared prefab on wood pile
Force rebuild UI layout when adding new alarms
Updated sockets to make it stick to walls and be placeable on the ground (similar to the counter)
Updated guide mesh
wood log pile asset and node prep for procmap
Clean: fixed depr warnings in Assets/Prefabs
- RequestFileFromServer to use IServerFileReceiver overload + ran RPC codegen
- ClientPRCPlayer -> ClientRPC
- more using particle system modules directly
About 115 to go
Tests: checked bradley effects work, checked chainsaw effects work, checked photoframe drawing works
Allow lightweights entity components to handle RPCs
Create lightweight components that don't have the overhead of unity components