254,393 Commits over 3,990 Days - 2.66cph!
merge from savas_cull - minor loadtime and memory savings
Revert changes to body visibility, was causing too many issues - need to rethink it
Use camera frustum depth for dragdrop trace, fixes Facepunch/sbox-issues#5678
Initial flashbang prefabs
Flashbang Effect component stub
Basic overlay + bloom effect
Extra effects
Dsp (use weird.4 for now?)
Only apply flashbang effects if we see the flashbang
Sound effect
Explode sound
Fix resume of flashbang effect
Add freeze frame overlay to flashbang
Capsule flashbang collider
Merge pull request #128 from Facepunch/flashbang
Flashbang
Capsule flashbang collider
Fix resume of flashbang effect
Add freeze frame overlay to flashbang
Change default PriceDecreaseAmount to 5% (was 10)
tricycle and bicycle 4k cinematic textures and materials for paddy
reduce jump power from 320 to 290
Warn when a FileSystemWatcher emits an error
This can happen when the internal buffer is exceeded, causing changes to be dropped.
use Color32 instead of Color for team colors
Increase/Decrease grid size shortcuts were the wrong way around
Add grid axis selection in perspective viewport
Shutdown Tools properly on launcher exit
Add Close On Launch option to launcher
fix debug compile
Simplify how RecentScenes works
Load editor MRU and tags after all assets have been imported
Move Scene.Save to EditorSession.Save, update scene name/path on saveas, record asset as opened
Loading a prefab in editor loads the cloud assets
radtown storage warehouse:
added lod2 and fixed roofing mat
Don't allow movement when crawling and restrained
smaller weapon crate asset updates
Restraint item override for tick
Fix missing models and materials
Moved Hapis prefabs into modded directory
Deleted any broken, unused Hapis prefabs
Deleted unused hapis military tunnel - this was being loaded causing some but very minimum memory and loadtime impact
removed a left over tickbox for a biome override on ground concrete foliage
fixed wall_300_pillar LOD1 rotation
More "_on.static" prefabs - Torch holder variants, legacy furnace, cauldron and mixing table
Cherrypick audio import setting changes
Run `Sound/Update Audio Clip Importers` tool to update optimal audio import settings
- assuming the tool still applies good settings
Updated campfire_static to use latest campfire lighting and fx.
Added campfire_on.static + latern_on.static - always on prefab variant for map makers/modders.
Added npcvendingmachine.printAllPriceChanges, outputs a nicely formatted summary of all of the active price changes on the server (won't show items that don't have a discount/surcharge)
Revert playground to original state
Converted blueprintBaseDef from a field on every vending machine instance into an accessor that just accesses the cached version in ItemManager
Handcuffs_cinematic assets backup
Added npcvendingmachine.resetDyanmicPricing convar, resets the state of all discounts and surcharges from NPC vending machines (for testing)
Fixed map marker info not being properly updated when updating dynamic pricing
Formatting change on map vendor
Fixed server projectile visibility check sometimes returning false when it shouldn't
Change WorldSerialization to deserialize into a NativeArray (NativeMemoryStream) instead of MemoryStream
- reduces heap reserved memory by 500MB when deserializing map due to many MemoryStream allocations
- add `loadmap` test command to load local map when profiling deserialization
Add NativeMemoryStream (MemoryStream backed by a NativeArray<byte> instead of byte[])
merge from monument_scenes -> aux2
Generate manifest with new string pool
Get rid of checking for scene in standalone build
- asset bundles don't want to tell you if scene is there
- rare error: won't occur once build process is normal
Bit of optimizations for the map