255,090 Commits over 3,990 Days - 2.66cph!
▇▅▉ █▇▍▍▌▉▍▅▍ ▍▇▍█▌▅▌▍▅▅ ▌█▆█▄▋▊▅▆ █▆▇ ▊▋▋█▊ ▄▆▋▉▊▅▇ ▅▉ ▉▇▅ ▆▋▇▌
merge fro io_research_table
Fix compile errors from item ownership
Optimized brick_corner meshes for lightmaps
Merge from item_ownership -> aux2
Updated the language selection dropdown to use proper fonts instead of fallbacks
wooden_floor_b_blend .meta
added wooden_floor_b blend material
https://files.facepunch.com/jason/1b1711b1/sbox-dev_VToHk5RuXf.png
Can damage any explosive to blow it up
Not sure how this can happen really, but okay..
eject_9mm uses our own 9x19 bullet casing instead of Rust
Tweaked eject particle direction, and mp5 vm eject orientation
▍▉█▄▄▍▌ ▌▉▄ ██▍▍▋ █▄▆█▋ ▄▅▅ ▌▊▅▆▋▆▆ ▇▆▌▍ ▄▄█▉▍▍▍▇
█▌▊'▆ ▋▆▍▆▆ ▄▄▄▊ ▋▇▉█ ▌▊▄ ▊▆▋▅▊▍▍▊▍▉▆█▋▊▋▇▅█ █▄▌▍ ▄▇ ▅▋▇ ▆▋ ▍ ▅▄▇▍ (▋▅▄ ▉▉▋ ▇▆▆▋▋▊▇ ▍▄▄)
Use `FileWatch.SuppressWatchers` to prevent error spam while downloading library files.
Only download new/changed files when updating a Library, delete any that no longer exist, and download files in parallel.
Remove duplicate key to fix resource compilation
Fixed OnInspectorGUI NRE when clicking on a TMP sub mesh
Changed how we handle font fallbacks:
Instead of using a single fallback list, each language now has its own fallback list that gets applied when switching languages, defined in a scriptable object
This prevents some fuckery with strings using characters from multiple fonts
Example: a Japanese word that shared characters with the Chinese font ended up using 3 fonts: Chinese, Chinese Dynamic, and Japanese - now it just uses the Japanese font
Merge main -> aux2 (keep destination codegen)
Update: WaterLevel - rewrite WaterSystem GetIgnore serial chunk in batch form
This eliminates the other "jobify/batch" todo. Think I'll do a bit of cleanup, add more tests and get ready to merge to staging for stewing.
Tests: ran unit tests. Ran araound on craggy and checked a couple results of water checks.
Update: WaterCollision - add batch version for GetIgnore that does an overlap capsule test
Needed to get replace last serial chunk in batched WaterLevel.GetWaterInfos
Tests: none, compiled in editor
Update: GamePhisycs - added OverlapCapsule and CheckCapsure that use Unity jobs
Turns out I'll need it to support WaterCollision.GetIgnore(start, end...)
Tests: none, just compile
added terrazzo_tiles_a material
https://files.facepunch.com/jason/1b1711b1/sbox-dev_WGORKJwdYl.png
added wooden_floor_a material
Re-run protobuf generation
Fixed reported NRE in BaseCarryable
added floor_tile_03 material
merge from main -> item_ownership
Post reload events to the viewmodel only, they're only useful there
particle updates
removed loops
- Make 1 honeycomb every 5 minutes
- Multiply growth rate by nucleus grade. Grade 2 is 50% faster. Grade 3 is 100% faster
- Another balancing pass on XP
LibraryDetail version now updates the ComboBox upon downloading a new version of the Library. Resolves Facepunch/sbox-issues#7669
▇▌▆'▉ ▇▆▅▌▇ ▉▆▅▄█▉▆ ▅▅▋▊▉▌ ▋▋▄█▍▊ ▄▇▋█▇▆▄ ▍▍ ▌█▆▄▅▉▌ ▍▇ ▌▌█▌ ▆▇'▅ ▋█▉▅██▌▆ █▋▄▋▌▋▋█▊▆
Fixed beehive not generating honeycomb
Fixed info and loot panel issues
- Made fancy display showing current xp of nucleus and xp required for the next level up
Can now use multiple of the same subgraph with different values without it attempting to cache values from the other node of the same type. Also tracks nested nodes with their own cache so it's still optimized.
merge from fix_junkpile_despawn_delay -> main
Fixed weird colour issue on panel