224,079 Commits over 3,684 Days - 2.53cph!
DefaultSignals serialized shorthand
Can anger the heli by attacking it anywhere (provided it already isnt targetting someone and has been waiting a decent amount of time since it was last damaged)
Implied target types / values
updated overgrowth prefabs inside spawning junkpiles
arid variants for some grasses
fixed incorrect biome set on a tire prefab
S2P all (overgrowth links refresh)
CanSpawnObjects settable only by the host
Init qt fonts properly
Init qt dirs properly
fixed an offset that appeared in coaling tower prefab - collection bin offset
removed missing mesh bit from static refinery prefab
new tree models for monument overgrowth, temperate and snow variants
added a button to the workshop editor to toggle the pole light
▄▊▆▅▌█▅ ▍▊ ▊▌▌▌▋ ▇▅▅▊▉▇█▋ ▆▄▅▆ ▆▅▍▆▆█▌ ▍ ▍▊▄▄ ▋▌▉▄▋▌▊▍▅▇▌ ▍▋▌ ▌▊▌▆█▅▍ ▉▆▍▍█▇ █▄▍▋▊▅ ▅▍ ▊▋█ ▄▇█▆▄▌▇ ▄█▇▊▆▄▊ ▆▌▄▅ ▊▊ ▄▆█ ▆▍▆▊▅▌▉ ▍▅▍█▆ ▄▋▋ █▇▊▍▍▍▌
█▇▉▍█▉▋ █▉▆▅▄▅▆.▊█▋ ▄█▍▇█▄ ▋▄ ▊▇▉▊█▌ ▆█▌▊▊
GatherVisibleLightsGPU
Move depth prepass to be the first pass of everything, we'll use it on lightbinner for light culling from now on
Do lightbinning for light culling on render thread when a layer first wants to request lights, guarantees we have a depth pyramid by then
If we are on a render thread just do a simple flush for ForceFlushGPU(), we just want the GPU to finish it's work, not clean up things
Allow custom type serialization
Skinnable setup, placeholder icon
Merge from metal_detector
ContextTools not used anymore
Delete Command.Collection, simplify concommand internals. Change how cookies work, filenames (your cookies will be cleared)
Update default editor layout
Delete empty cookie files instead of writing them
Fix convar values being wrong
merge from server_parent_pid
▊▍▄▋▊ █▍▍▊ ▋▅▇▌█▅▅█▋▄_▅▇▌
▅▊▇▉▅▊▉█▉▇ ▇▉▅▌█ █▄▄▄▋▆▉▇▅▉_▇▊▊
merge from vending_machine_optimisation
some extra non hazardous labels for loot barrels (recycling, etc.) CHanged the static one that was saying 'fuel' for 'poison' to avoid confusion to players
Leaderboard backup, run #9628
Fixed kayak anchoring not working
Fixed exceptions from WaterDepthMasks
Update timeline with new fade to black signal
Animation polish pass for end tutorial cinematic
Working well on the Arctic page
When there's no PropRender script and we're calculating the ideal camera position ourselves, put it on an angle above the model instead of level with it
only show camera controls for current camera
Ignore zero-volume renderers
Add support for vehicles in the skin viewer (e.g. Tomaha in Arctic pack)