243,029 Commits over 3,898 Days - 2.60cph!
Fixed crashes with npc_portal_turret_floor
Bump .exe versions
Updated language files
Mark Editor.Option.Shortcut as [Obsolete], telling users to use Editor.Option.ShortcutName instead
GlobalKeyPressed now passes KeyEvent instead of key int
Added KeyEvent.Name which returns the name of the key pressed based on it's KeyCode and NativeKeyCode
Update surfaceproperties.txt
These values are not used, idk how they even got here
If the benchmark can't access the backend, just quit (like if azure is down)
added wall_brick_e material
Fix crash from trying to upload too many envmaps to the GPU, missing range check but also why are there this many envmaps being binned @samzanemesis
This caused more problems than it solved
Default sort to popular, matches backend
Localized and toasted repair failed errors
Speed up navmesh generation by using arraypool instead of a massive buffer
Refactored and renamed a bunch of stuff so we can use these toasts for any type of gameplay errors (building, item movement, etc)
Fix Module.ResolveType for ByRef types
Caused fast hotload to fail for some methods
Fix memory leak and add more profiler coverage
Close package modal if we try to open the same one again
Hide library projects from template list
Localized server side building errors
Moved them out from the chat to the new toast UI
Fix being unable to fullscreen editor windows when there is no open console window, fixes Facepunch/sbox-issues#5974
Add ToString / GetHashCode nodes
https://files.facepunch.com/ziks/2024-07-30/6SrcmglJqF.png
Fix package caching in other thread errors
When copying project template files, allow overwrite
Warn if couldn't make cookies backup
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New: Adding Server unit tests foundation
Sadly, they're not fully functional now - the client and server connect to each other, but the full client handshake doesn't happen. Will chase this up after I setup companion server tests (what I originally intended to test).
Tests: none, as I know it's borked
Add option to disable verbose log and add profiler markers, reduce gc allocs
Remove unused
Remove unused
Remove dbghelp.dll from bin folder, see how much chaos it causes
Add volume to VideoPlayer.Audio
Dispose sound handle before deleting managed audio source
Save and load navmesh as part of boostrap and saverestore flow, lower voxel size for tiles that only contain terrain
Fix regression with rooted paths without volume labels on Windows
Also explain why we're not just always calling Path.GetFullPath
xoofx/zio#92
HasWindowsVolumeLabel: Avoid IndexOf, only supported on Windows
Revert "Create a CallbackBatch around Udpate/FixedUpdate/Start, so inner calls don't create their own, and callbacks all get called at the end"
This reverts commit 7dd50b001d043165f5389e4dcb64e8fcbc6faabd.
Revert "Make CallbackBatch 'safer' by making it always require a scene"
This reverts commit f3fdd37d24ebbaf66cbb92b47582e6a12a559532.
Re-apply OnPropertyDirty fixes
It's probably wise to dispose the sound handle of video player when we're done with it
Allow videoplayer audio to set target mixer
Make sure audio plays for video player when playing through URL. Add audio accessor to video player to configure audio playback
Leaderboard backup, run #
12823
Merge from homing_spectate_fix
Fixed a Teams UI exception when first person spectating in a demo
Hopefully fixed the homing launcher UI staying on when changing between perspectives while first person spectating
Merge from spectate_blackout_fix
Fixed spectators getting a black screen
Merge from underwater_cinematic_blur_fix
Show the water line but increase the blur distance to 25m in cinematic mode
Adjusted locomotive LOD levels, letting it high higher LODs are nearer distance. It wasn't really adjusted for how large the locomotive is.
Fixed locomotive LOD1 using ground_cloth_a_LOD1 instead of the intended cloth_a_LOD1
Merge LocomotiveDebrisFix -> main again. No new changes except that this time we won't less Plastic mess it up.
Shadergraph: Add toolbar option to open generated shader
Create bone objects for all bones, don't try to filter them out - we just need a better way of filtering out "unimportant" bones for the bone gizmos