251,291 Commits over 3,959 Days - 2.64cph!
Implemented "force the cliffs to spawn at the highest available Y position"
Fixed "cliff scaling doesn't always obey the min/max values"
Set player color based on player id, ready up will only scope input up to the max controller count
Some extra docs + let's call it Query to match the other class
Merged main into /electricity_power_fixes/2
Test
Clean up - use TransformInterpolate class
Can't modify transform if we're a network object root and a proxy - we must stay true to network transform target
Hook up Interpolation enable/disable from Inspector. When Owner calls ClearInterpolation, set a bit on the update msg to have other clients do so as well. Hook up Network.Interpolation and Enable/DisableInterpolation() on the accessor.
Fix to allow interp property to be set by GameObjectHeader
Serialize the interpolation bool with GameObject
Combination of fixed update interpolator and networked interpolation buffer. Working nicely
Combination of fixed update interpolator and networked interpolation buffer. Working nicely
Expose game controller count to public API
Add CameraManager script that tries to keep all active players on the screen
ProceduralMapRoad spawns roadside monuments
PlaceMonumentsRoadside fixes & improvements
Removed the unrelated files plastic included in my previous commit for whatever reason.......
merge from mission_improvements_may_24
Moved functional code out of RPCs to facilitate testing, cleanup and naming
Codegen
Scene reference debug view (Facepunch/sbox-issues#5161) (#1508)
Item Terminal
Keycard item
Keycard lock
Door mover
merge from harbor_build_topology_fixes
Moved the connection/disconnection code out from the WireTool to IOEntity to reduce dependency
merge from electricity_power_fixes/2
merge from editor_loadouts_build_fix
Ensured we don't get into orbit strafes with a parented player
Further revisions to use player references rather than just raw positions
player update mp5 anim set edits and pistol revolver holster position edited
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greatly reduced AO factor on logistics warehouse garage door
generic door frames greybox (now part of a set)
replaced the doorframes on rad buildings prefabs
window frames for radhouse large
merge from animal_ground_range_increase
merge from GetConnectionsWithin_perf_improvement
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merge from tutorial_double_harvest_ping_fix
merge from filterSpectateMapTeamID_default
merge from cui_scrollablecontainers_54
merge from patrol_heli_floor_clip
Leaderboard backup, run #
11058
Scanner mission wip tests
Fix editor exceptions when loading BaseAiBrains in the editor
More mission test setups
Fixed incorrect translation string on the final objective of the kill animals mission from the lumberjack
Fix shadergraph render option popup not constrained to screen
Fix exception when starting lumberjack mission
Added a DebugWorldPosition component that allows us to test missions that use position generators without needing a proper proc gen
Started making a Mission zoo scene that shows all mission providers with all of the stub content needed to actually run and test the misison, accessible via Scenes/Dev/Mission zoo toolbar option
Added ability for a mission to reward blueprints (tick isBp on the reward item entry)
Added the ability for a mission to not count towards the Mission Accomplished achievement
Enabled this on the tutorial achievements