244,595 Commits over 3,898 Days - 2.61cph!
Fixed holding right click to disconnect a wire also clearing your pending wire, if any (caused by 94444)
Pump events correctly
Track all session states, just convert directly from OpenXR to FPXR
Add Sandbox.Filesystem and Sandbox.Compiling
Fix unit tests not finding system assembly refs
Remove AddGameWithPackageBase test - this is no longer supported
Fix hotload fast path not using fast hotload
Cleaning compiler
Filesystem Cleanup
Get rid of ICSharpCompiler, tools can use the Compiler and Microsoft.CodeAnalysis directly
Make editor startup with missing components more unlikely (but not totally fixed)
Embed the framework ref dlls instead of having them loose in bin/ref/
Move compiler tests to Sandbox.Compiling.Test
Lets update the refs while we're here - v7.0.408
Merge pull request #1567 from Facepunch/compiler-project
Moving Compiler to its own project, own unit tests, cleanup. The aim of this is to isolate the compiler and compile group more, so it no longer feels unwieldy. This will also give Tools direct access to CompileGroup and Compiler.
merge from fix_translation_default
Fixed saving issue with debug language
Set default debug language back to 0 - sorry!
Static library
Headless support
Example project
Support maps in ResourceStringControlWidget (local and cloud)
Prevent heli from crashing at quarry
Patrol points now take the height of the ground into consideration
Lets update the refs while we're here - v7.0.408
Patrol heli now more likely to grab a position from the first 70% of the map. Avoiding the edges
Embed the framework ref dlls instead of having them loose in bin/ref/
Move compiler tests to Sandbox.Compiling.Test
Patrol heli now drops flares when entering a flee. Should help give some player feedback
Additional check to ensure heli wont retire when dead. Hopefully patch not crashing when rotors disabled
Doubled heli lifetime from 15 mins to 30 mins, to give more time due to the flee states
Increased linger time when trying to retire and been damaged recently
wild grass billboards test files and setup
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GameTransform.FixedUpdateInterpolation (bool) (def: true)
Restore old Rigidbody code, remove RigidbodyInterpolation enum etc. Remove warnings that CharacterController needs to be used in Update (not now)
Fixed hoses using the wire directional materials, set them to use the new stripped wire shader
Fixed WireColorSettings scriptables loading
additive_fire FX for incendiary ammo impacts
networking fixes, etc
healthpack
spitter
enemy bullet
Map instance uses vmap resource type for map name to be able to select map with asset browser
CollisionRules cleanup to make it queryable in C#
Make ITagSet implement IEnumerable<string>
PhysicsTraceBuilder / SceneTrace WithCollisionRules
CharacterController.UseCollisionRules property, defaults to false
Update helper text in CollisionPage
correcting file directory for chipboard_a
added r_prop bone to mask on 3p blunderbus anims
Add cylinder colliders to wheel01 breakpieces, was causing assert on compile in debug
merge from default_vendorname_translation
merge from io_ui_powervalues_fix
CharacterController.UseCollisionRules property, defaults to false
Update helper text in CollisionPage
CollisionRules cleanup to make it queryable in C#
Make ITagSet implement IEnumerable<string>
PhysicsTraceBuilder / SceneTrace WithCollisionRules
CharacterController.UseCollisionRules property, defaults to false
Update helper text in CollisionPage
CollisionRules cleanup to make it queryable in C#
Make ITagSet implement IEnumerable<string>
PhysicsTraceBuilder / SceneTrace WithCollisionRules
CharacterController.UseCollisionRules property, defaults to false
Update helper text in CollisionPage
Fixed controller gamepad actions not working in FixedUpdate
Always serialize InputAction.GamepadCode - this might not be the best course of action, but it resolves the problem where you can't bind an input action to GamepadCode.A (0)
Update DepthOfField.cs
FocalDistance approaching zero was causing a numeric issue and assert.
Merge pull request #1576 from Facepunch/DOF-fix
Update DepthOfField.cs
Update DepthOfField.cs
FocalDistance approaching zero was causing a numeric issue and assert.
merge from /electricity_power_fixes/2/doorcontroller
merge from fix_muzzle_boost_burst_slower
Make editor startup with missing components more unlikely (but not totally fixed)