243,547 Commits over 3,898 Days - 2.60cph!
merge from RidingChickenCostume
Fix error in translation script if output dir doesn't exist
Ignore hidden sheets
Remove unused UnregisterProperties methods
Simplify a bunch - allow setting property if slot not registered
Authority RPC now correctly uses invoke permissions from the AuthorityAttribute. When calling Authority RPC, if there's no owner, the target would be the host connection
Authority check for network destroy - can never arbitrarily destroy unnetworked objects
In the PrefabFile upgrader, upgrade Id to __guid as well if possible, fixes corrupt prefabs from before when it was called Id
Cubemapper tests
Remove all ggx code for now & just copy directly to cubemap array
TextureCube with mipmaps and arrays and mipmaps
Move texture logic from cubemapper to c#
Stub for cubemapper_cs, will calculate both GGX and spherical harmonics all in GPU
Handle all array index stuff in cubemapper
Fix NRE if destroying object in animation event
Leaderboard backup, run #
10300
Store a static list of cargo cranes, save a Vis
Update container drop points on both cargo styles
Add IsDocked flag to cargo ship and properly zero out throttle
Increase docking time to 2 minutes
Show a gizmo mesh on container drop points
Bike stability experiments + materials
Add tools to show possible pickup and drop points via gizmos
Cargo ship calls OnArrivedAtHarbor then waits
Once finished waiting it rejoins the outer patrol as normal
Cargo Docking~
Cargo does basic docking at a harbor (currently only supports big harbor)
Cargo now selects best node from the outer patrol to start entry from
Cargo now adjusts waypoint distance dynamically when entering docking
Cargo ship now responds to max velocity on harbor entry Base Path
Adjusted a bunch of speed and position values on harbor entry path
Bunch of debug stuff to show patrol tangents and docking point scores
Added boolean to WorldSetup to force ocean patrols to be generated with dev terrains
Reduce latestSeatClipSeemsFarAway from 40m to 25m just to make 100% sure this is fixed.
Merge SkinViewerBones -> main
Add `ping_test` command to find the region with lowest latency
Hardcode endpoints for testing
Fixed ice chestplate looking too close now
Attach wearable skins that needs a skeleton to the new SkinViewer skeleton. No built-in skeleton needed
Added LODs to brutalist church
Fixed arm movement not getting interpolated
Burst compile the line renderer jobs and make it all read only for easier scheduling
Remove globalDisableRigStripping. Add skeleton to SkinViewer prefab
Fixed cargo ship incorrectly flagging some destinations as possible
Ensure PanelComponent finds its parent
If PanelComponent gets enabled before WorldPanel it fails to find a valid parent
Resolves sbox-issues/issues/5024
Better arm movement
Expose object rotation speed
Scene backup - Adobe building skin setup
Stub for cubemapper_cs, will calculate both GGX and spherical harmonics all in GPU
Handle all array index stuff in cubemapper
Merge main -> SkinViewerBones
ImageFormat.Default uses RGBA8888
Fixes unable to parse guid error when trying to load properties called "id" but the type is not a guid (Fixes Facepunch/sbox-issues#5181)
NetworkMode can't be changed from NetworkMode.Object if we are actually a networked object (_net is valid)
Also unregister/register sync properties accordingly when GameObject id changes
Null checks in RefreshContacts
And some more
Allow turning off sound air absorption, turn it off on 2d sounds by default
Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one.
Unforseen but when we link component reference from a prefab to property on something else in scene, we should still store component reference like we used to. We'll try to find the component in the scene directory by id if we can, but revert to old behavior if not
Revert "Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one."
This reverts commit 55d6e5c51d2fd6b663391d9e22c191a6a810603f.
Switch GameObject/Component.Id to be serialized as __guid
Upgrade PrefabFile on load
Merge fix
Set hitbox surface
Update SceneEditorMenus to use MakeIdGuidsUnique instead of MakeGameObjectsUnique
When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table
Don't do on the root though save that for the multi-comp PR
Make PhysicsBody Enable and Disable actually work, remove shapes from broadphase and insert them back on enable
Don't trace disabled bodies
Merge branch 'master' into snapshot-refresh
Izabu: Don't try to destroy null proxy
Squashed commit of the following:
commit 47efeaea0bb81576b52ff4d89a54ee7af5fdc388
Author: kurozael <kurozael@gmail.com>
Date: Wed Mar 13 20:52:12 2024 +0000
Don't do on the root though save that for the multi-comp PR
commit 76e46e982b6a4c8ead92ecc885d1f749ec395b92
Author: kurozael <kurozael@gmail.com>
Date: Wed Mar 13 20:51:20 2024 +0000
When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table
commit 18afc037988b12788b42f248370388cde0902e58
Author: kurozael <kurozael@gmail.com>
Date: Wed Mar 13 16:18:25 2024 +0000
Use Id not __id as that is what was settled with for Component Ids
commit b7c1219ae1446ed68cec1097c4ab1303d26540f4
Merge: 7ae3c58036 776383e111
Author: kurozael <kurozael@gmail.com>
Date: Wed Mar 13 16:16:11 2024 +0000
Merge branch 'master' into snapshot-refresh
commit 7ae3c580369d949873ad17a074e5e46b2b11d5a5
Author: kurozael <kurozael@gmail.com>
Date: Wed Mar 13 16:14:00 2024 +0000
Revert comp ids on this branch
commit 646c24eecde1a02bf245e29b37f7829fa2ee3426
Author: kurozael <kurozael@gmail.com>
Date: Mon Mar 11 20:10:27 2024 +0000
Fix refresh for bones
commit cae184ca981106f4a8ae36dd9047cebe372904c9
Author: kurozael <kurozael@gmail.com>
Date: Mon Mar 11 19:31:16 2024 +0000
OnRefresh
commit bfe4c11914f8ec7b823a86efb12c31936e3e7de4
Author: kurozael <kurozael@gmail.com>
Date: Mon Mar 11 18:24:43 2024 +0000
Serialize id properly
commit 1bc68fc59d9705669cad886f29509be9eda7af9c
Author: kurozael <kurozael@gmail.com>
Date: Mon Mar 11 17:46:18 2024 +0000
Component id + prune those for refresh as well
commit 273b8af9cc310bfc762be3c72874b9678b73fe6e
Author: kurozael <kurozael@gmail.com>
Date: Mon Mar 11 17:14:56 2024 +0000
Initial commit
It goes here
Actually let's go 4x as fast - that matches the scroll sensitivity of the main crafting list. Increased queue scroll sensitivity also.
Include latest table snapshot with full refresh. Update to support __guid
Skin picker mouse wheel scroll is now 3x as fast
Fixed debuglanguage being on by default (mode 2) instead of off (mode 0) as intended. Bug from merge in
94124.