195,277 Commits over 4,110 Days - 1.98cph!
Fix LOS check using the wrong vector
Fixed wallpaper outside check on triangle floors
/main/bee_catapult_bomb_clipping_fix -> main
Do a line cast before spawning a scattershot swarm, ensure it doesnt clip
patrol_heli_Infinity_number_fix -> main
Only apply ocean pushback forece provided we are going to a destination above the water plane
Fixed 'Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider' helicopter error
Fixed wallpaper clipping issue with shipping container floor and foundation
Added a min place distance parameter to Construction, set to 0.1 for roof wallpaper
Twig and armored roof wallpaper clipping fixes
Prevent unecessary weaving fires
Try without generating the event keyword
merge from main -> biome_visuals_2
Totally remove hash set used for queue and just encode the whole queue into a single uint. We can just send this as the header(since the current queue perfectly reflects the encoded data)
Send DemoTransientEntity once per queue instead of for each item in the queue
Move is server check to the queueing rather than sending method (more clear)
merge from fix_editor_monument_menu -> main
Run codegen to fix monument paths for menu that loads monument scene
Update all monument scene spawners with their legacy prefab path
Add option to run S2P on all monuments but only output the scene, not legacy prefab
Update the codegen for the "Load Monument" menu to use the legacy prefab path instead of the path to the scene spawner so it does mapgen correctly on monumentisland
Add `LegacyPrefabPath` to scene prefabs so they have both the path to themselves as well as the path to the legacy gameobject prefab of each monument
Update SourceGenerator DLL - better error messages
merge from wallpaper/floor
Wallpaper added to all triangle roof skins
Restore functionality of m_filter
Minor cleanups for particles
Minor compile warning fixes
Minor bootil cleanups, remove bootil's HTTP stuff since we dont use it
Minor warning fixes
Remove CTakeDamageInfo.m_iDamageStats (unused)
When dealing physics stress damage on characters, apply inflictor
Will try to set the inflictor/attacker to something more useful than "World".
In case of multiple props, it will be the first one.
Added commented out Entity.GetConstraintParams
it works, but most values are garbage or not that useful, so I am not sure how useful this actually would be.
More compile warning fixes
Wallpaper added to all roof skins
Increased the stack size of the black raspberry from 1 to 20, to match other berries. Removes item ownership on black raspberry as a result. RIP my own personal berry.
Building blocks can now have up to 64 conditional models, was limited to 32 before and I need 33
Wallpaper floor & ceiling pack - more fixes for metal sheet and subway materials
removed "wip" from treadplate description
Copy over shadowCastingMode when converting prefabs so the prefabs render the same
Roof triangle wallpaper
Manifest
merge from hackweek_command_block
Relaxed deployment, removed groundwatch, reverted some files that got touched somehow
boomerang_anim_tweaks -> main
merge from main -> biome_visuals_2
added coconut bucket blockout
added textured versison of arrow buckets (a and b) with lods and colision
removed unsused files
swapped red and yellow asbestos tiles around for default, removed green and blue plaster swirls, white painted ceiling, green metal
Finally displaying server listings. Tags working correctly.
Added Cardboard and Paper Shooting Target Props
Created Cardboard and Paper Shooting Target Matieral
Setup Prefabs, Colliders and LODS
Merge from graphics_settings_size_fix
Remove the two options removed in
117065 from the preset value arrays so that the option counts match again, restoring settings.
Fixed an issue with the editor reflection probe's position changing to the main camera's position when clicking on windows other than the game view or scene view
Wallpaper roof prefabs
Stone and adobe setup