254,393 Commits over 3,990 Days - 2.66cph!
Tightened the terrain filters for hill cliffs and added Railside in 'topology not' to widen detection chance of rail
switched out prefab CompareTo to explicit implementation to avoid boxing
Loading screen styling tweaks
https://files.facepunch.com/alexguthrie/1b2811b1/NVIDIA_Overlay_Bul8fCTXAG.jpg
Tweak game starting card, no longer stretches and skews thumbnails
Removing Terrain_Distance from Shader.SetGlobalTexture as its unused on the shader side (all use cases covered by Terrain_ShoreVector)
CraggyIsland TopologyMap fixes
▇▍▍▆█ ▄▊▇▍▌▍▋▅ ▄▊▊ ▍▌▅▋▄▍▉
Stash all this work so I can make ubre happy
Stash this as well first
Custom (INetworkCustom such as NetList/NetDictionary) not including in delta snapshot for now as they handle this sort of thing themselves. Stepping stone
++
Logs
No wonder this wasn't getting received
Don't log these now
Test
Remove this now
Go on server time
Test
More tests
Some cleaning
Merge from ai_wolf_iteration
Fix editor only code being used outside of editor directives
Automatically start renaming when creating a new object from hierarchy, resolves Facepunch/sbox-issues#6311
Begone log
Basic wheel gizmo - shows forward direction, suspension length, wheel radius
https://files.facepunch.com/alexguthrie/1b2811b1/NVIDIA_Overlay_QgaiG0rqSa.png
post-merge waterinfo query fix
Merge from ai_wolf_iteration
Add more weapons to editor combat loadout
Make targetting component more robust, make wolves react more believably when shot with long range weapons
merge DPV->world_update_2
Undo meta guid changes on wallpaper textures from previous merges
Add ValueField / PerlinField / SimplexField to Sandbox.Utility.Noise
Old static methods aren't thread safe and can't be seeded.
TerrainTexturing.ShoreVector doesn't need to take water volumes into account (this was from when lakes were using water volumes)
Merge from elevator_parenting (includes tunnel network layer visibility system)
Post merge formatting fixes
Trying to simplify this code
Removed WaterSystem.GetHeight / GetNormal / MinLevel / MaxLevel as several places were misusing it (everything should go through WaterLevel)
merge FrontierHazmat->world_update_2
Update: pool.print_memory now allows to filter by T, case sensitie
Will be useful in narrowing down leaks in a more precise fashion
Tests: Ran the command with/without filter args
merge from world_update_2
Moved back the font ttf files to the Fonts root folder so community UI can load them correctly
Fallback to TMP default font if the font loading failed
WIP various bits in dev
dittoi
merge from store-ui-dlc-pages
Main Camera post merge prefab fix
WaterLevel post merge compile fix
Merge from main (this will likely need some post-merge fixes)
Brick vent material adjustment
Wallpaper commands minor additions:
- Pick the random skin using the item skin list instead of using an hardcoded ID range
- Check both the skin name and english display name during name recognition
Fixed motion data returning crazy values if something went wrong, or we don't have the hardware
merge main->FrontierHazmat
Added a bunch of terrain filters to coastal rocks to prevent road/rail spawning
Attempt to fix weird bug where fence mesh renderers do not keep both materials at runtime
Fixed floor spikes giibs spawning twice