243,600 Commits over 3,898 Days - 2.60cph!
Fixed stuttering Item Store and Hero (main menu) videos by disabling Skip On Drop, allowing the video to ignore any timing issues and just keep playing all frames when looping
Independently Interpolated Transform Parts + Other Fixes (#1577)
Don't show the duplicate bone name message if they're both triggers
Default every single SQLITE table to `fastmode` = true
- `fastmode` also sets synchronous pragma from FULL -> NORMAL
Fix the demolish option being the default option when opening radial menu even though it's the last option
Don't show the patrol path if the cargo ship isn't active
Don't show the patrol path if the cargo ship has begun it's egress
Don't show the path for a harbor if the cargo ship has already docked at that harbor
Removed the tooltip text changing on the cargo ship map marker - it no longer makes sense now that we have multiple docking spots and we now have better information from the ship path
Call transformchanged in clearinterp
More cleanup, fix offset, make FixedUpdateInterpolation bool internal for now until decide how we wanna expose
Support cloud map drag drop into property https://files.facepunch.com/layla/1b1411b1/sbox-dev_fB6S2Aduks.mp4
Clear map when clearing map property
Fix copying from map asset paths
Make LerpTo expected behavior - same as Vector3.LerpTo, Rotation.Lerp etc
Everything in this branch - cleanup
Removed the IgnoreCollision, let fireballs collide with each other again
Subtract
97289. Didn't fix it 100%
States can override the actor's wish speed
Patrol State can define a delay between navigating to the next patrol point, random speed each time too (https://files.facepunch.com/tony/1b1411b1/sbox-dev_CXoCBRrtRs.mp4)
Port Alex's work on patrol paths over to the main branch, with a few changes.
Building blocks for AI relationships (friendly tags, enemy tags, no tags found = neutral), added line of sight debugging (op_dev_ai_los)
New AI playground
Kill StateMachine experiment and all associated code
Moved player movement temporarily into OnUpdate because I'm having some problems with FixedUpdate
Fixed insufficient stack overflow
merge from optimize_sam_site
subtracting heli_global_bridge_client_fix - client compile
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merge from sleeping_death_info_safezone
merge from heli_global_bridge_client_fix
merge from quickmove_genetics
merge from map_perf_improvements2
merge from promote_leader_update
Fixed IO entities not being wirable near helis and boats (added the IgnoreWireCheck tag to their prevent building volume)
merge from favorites_cached
Fixed custom colored pie menu options not being colored properly
(the wire tool selected color was always grey instead of the actual color)
Changed GetHackableCrates over to just checking the child entities, and set to private
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Render target API (for swapchains)
Server+client compile fix