243,099 Commits over 3,898 Days - 2.60cph!
Close the recorder window after completion.
Fixed the tunnels no build volumes I missed
▍▇▆ ▇▉▇▋█▊_▅█▋ ▅▌▆▌ ▍▅ ▊▅▅▇▌ ▅█ █▍▋▉▇█▋
Restore skeleton compile to how it used to be, we're missing optimizations by just keeping every bone no matter what
particle.collision uses particle model renderer
Rename context menu.
Support finding deployable item prefabs.
Cleaned up batch render process visually (tidily reset rotation, toggle rotation, delays, etc).
Strip out blank URLS.
Update: Marking Pool.GetList as obsolete
- Also bringing back list clearing on GetList invokation - to avoid breaking mods suddenly
Tests: built all targets
Update ParticleModelRenderer to use listener
Update: Changing ProtoBuff codegen to use Pool.Get<List<T>>
This eliminates 680 cases of GetList<T> use, which is about 40%.
- CodeGenerator built in debug conf with commit 7d37b927 (FreeList-Depr branch)
Tests: built all targets.
Update: Deprecation of Pool.FreeList API
We now generate either Free call for classes (as they are IPooled) or FreeUnmanaged
Update: Replacing Pool.FreeMemoryStream with FreeUnmanaged
Update: Use Pool.Get<List<T>> instead of GetList<T>
I'm deprecating Pool.GetList<T>, this updates the stale codegen.
Update: Use Pool.Get<List<T>> instead of GetList<T>
I'm deprecating Pool.GetList<T>, this updates the stale codegen.
Fix LineRenderer bug
ParticleFloat, ParticleGradient have evaluations where you pass in the particle , which reduces the risk of fucking up the parameters
Move ParticleRenderer's into own folder
ParticleController has OnParticleCreated
Add Particle.BaseListener - allows creating of classes that run on particle create, update and destroy - with instance data and guaranteed destroy
Add ParticleLightRenderer
Explain why we're not just always calling Path.GetFullPath
Added Tiger and Panther trophy models. Meshes added to hunting trophy prefab.
Fix regression with rooted paths without volume labels on Windows
xoofx/zio#92
Optimize cross-filesystem operations
Adds a new function to that resolves a path
through all underlying filesystems. Allows cross-file system operations
to resolve to the final FS and call operations directly on that file system.
Merge pull request #94 from agocke/optimize-fscross
Optimize cross-filesystem operations
Fix cross-filesystem operations in MountFileSystem
Remove duplicated code
Merge pull request #95 from GerardSmit/fix/mount-filesystem-crosscopy
Fix cross-filesystem operations in MountFileSystem
Added failing test for rooted path without volume on Windows
xoofx/zio#92
added tests assembly for OBB and a tool that executes the tests and parses the results to generate a scene containing all failed cases
- bumped test-framework version 1.1.33->1.4.4
Converted jungle ruin walls to prefabs
Rejigged ruins folder structure, added colliders
subtracting RailFix - server unable to boot
Fix bug in capsule tracing, fixes picker in modeldoc when using capsules
First pass on separating elevator lifts from their parent entity
Leaderboard backup, run #
12703
Merge from minigun_unload_fix
Merge from simulate_compile_errors
Added OutputPath parameter
Added AllowUnsafeBlocks parameter
Added a None build as well
Added a basic sanity check on the defined constants we get from msbuild to ensure it ran successfully and is up to date
Fixed locomotive cabin debris disappearing after moving away from the origin
Move SpriteRenderingWidget up to SpriteTools namespace
Move SpritesheetImporter from SpriteTools.SpriteEditor namespace to SpriteTools namespace and make import an Action that SpriteEditor hooks into.
Hook up SpritesheetImporter to TilesetEditor window
break sfx
break piece fading
break particles
card break scale
100m was quite limiting to the available spawn area, try 75m
Increased minimum train spline end distance from 60m to 100m
Fixed bikes slowly falling over when sleeping on a moving cargo ship
Fixed issue with smoke lingering.
Missing mat change.
Fixed ground effect being rotated for some reason.
Fixed blurred prop blades being fully lit on the bottom when sunlight hits the top of them.
Log rcon as part of runtime profiling
- commands executed
- number of connected clients
- rcon commands ran each frame
- successful or failed RCON connections
- execution time of RCON commands per frame
Reference pooling to Facepunch.Rcon assembly so Rcon stats can be pooled
Fix exception when unloading a minigun with exactly 256 bullets currently loaded
Fix IBL not working, Transparency in AmbientColor is used to lerp between artist's decided flat color and IBL/GI, defaults to GI
AmbientLight component defaults to Gray color
Fixed heli spawning with the spotlight enabled regardless of TOD.
Cleaned a boatload of old legacy stuff from the prefab.
Damage, weakspot & impact fx.
Applied to prefab.