257,391 Commits over 4,018 Days - 2.67cph!
Fix incorrect Anorms, use simple color shader with point filtering
First pass of jungle color grade (not applied, needs a script amendment)
Also first pass of jungle climate settings (probably gonna need an elevation multiplier for aerial density)
merge from high_walls_skins
Whitelist doors as well (to make sure gates aren't blocking reskin)
merge from high_walls_skins
Whitelisted furnaces, building blocks and barricades
NRE fix
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Updated FGD files
Added logic_register_activator, logic_coop_manager, point_viewcontrol_multiplayer and point_viewproxy
Updated prop_vehicle_choreo_generic
merge from high_walls_skins
Block high wall spraycan reskinning if something is deployed on the wall and could be destroyed in the process
Show a toast indicating which entity is blocking the action
Updated FGD files
Added logic_register_activator, logic_coop_manager, point_viewcontrol_multiplayer and point_viewproxy
Updated prop_vehicle_choreo_generic
Fix regenerate icons not updating icon
gantry pipe end flipped variation. updated textures too
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Fixed a server crash to do with keyvalues
Fix particles never appearing with debugger attached
Micro optimize Get_Entity
Make PLAYER:AddCleanup server only (Community Contrib)
Localize named Citizen NPCs
Fixed KEEP_ON_RECREATE_ENTITIES sharing value with other flag
Fixed a server crash to do with keyvalues
Fix particles never appearing with debugger attached
Micro optimize Get_Entity
Make PLAYER:AddCleanup server only (Community Contrib)
Localize named Citizen NPCs
Fixed KEEP_ON_RECREATE_ENTITIES sharing value with other flag
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Make `PLAYER:AddCleanup` server only (#2258)
Updated workshop OBJ models - Custom SMG, Sleeping Bag, Waterpipe Shotgun, Pump Shotgun, Double Barrel Shotgun, Work Boots, Tank Top, Collared Shirt, Sword, Bear Rug, Rug, Rocket Launcher, Rock
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Update: Split various tick validation functions into smaller loops
- Added a couple small extension utils to NativeList
This helps isolate code that we'll be able to run as Burst jobs - there's a bit more to split
Tests: Staging demo playback - got comparable results
Fixed not being able to find some assets (\ being converted to /)
Remove debug spam
Addons/Projects include Sandbox.Mounting
Asset cleanup
Clean this transient string stuff up, make it a bit more thread safe
If we can't find an inspector for our particular object type, look at base types
Give imports specific extensions, specific path
Catch and log exceptions when attempting to load
Model and Texture loads attempt to load from mounts if starting with mount://
Package drops check for https scheme
Asset is abstract, add MountAsset and NativeAsset
Add assets to AssetSystem when mounting
Make mounts visible in asset browser
progress on working underwater effects for rivers/lakes
also add ushort encoding/decoding to BitUtility, and ushort variant of Write() to RawWriter
Fix another QuestPanel NRE
Handle payment rejected
Only show "paid" money when it's actually been paid
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Leaderboard backup, run #
18605
troll miniboss
UnitFlashType
evil chest perk
multi-res cubemap test scene
Cubemapper can accept multiple resolutions
Use a single scratch texture for cubemapper staging texture and use rects to copy to/from