240,473 Commits over 3,867 Days - 2.59cph!
Unify Two Lobe Specular and normal Specular
Enable Prevent Movement layer collision when server-side ragdolls are enabled
Run Scene2Prefab on both oil rigs
Confetti collision trickery to deal with interior blasts
Barrel cover goes away for X seconds after firing
Set large oil rig radiation falloff to 40% instead
Add option for radiation triggers to bypass armor and apply a set amount of rads
Change radiation from 100 -> 2 / sec but bypass whatever armor you wear
Set radiation radius to 120 with 50% falloff to give trickle radiation as you approach & ample time to turn away
twitch rivals decal prefab
textures updated, materials updated
Merge main -> ServerSideRagdolls
Fix UI behind the sign paint UI still being somewhat interactable
Fix performance regression when painting high res signs like the XXL one
Temporarily disabled procedural instancing to fix particles using regular shaders (this breaks global rendering @Jake_Rich)
Update component template to match new API
Fix ComponentList not updating
Fix undo breaking with too much depth
minor cleanups
util.SetPData transition to SteamID64
Fixed metal/spec scaling and fallback behaviour on material inspector
Update the skinned meshes in order when parented
Fix undo json max depth
Change all the blue lights to amber lights
Ensured water catcher and refinery retain the same protection values.
Ignore these ikchain scale asserts
Allow more Json depth
EditorBrowsable attr for WrapStaticMethod. Throw inside FindMethodIndex etc
Build method index cache over time
Fix invalid method usage
Can send message directly to connection id and if necessary route through server and wrap in a TargetedMessage
Show loading screen when loading scene
Directly call constructor instead of using Activator.CreateInstance in TypeDescription
To make sure it's a whitelisted one
WIP show const values for inputs on the node UI
Add component.OnLoad - allows a component to keep the loading screen open while it's doing stuff (in theory)
Whitelist Task.IsCompletedSuccessfully
Give game system access to the loading screen
Wireframe and ToolsVisMode can be driven per-view by Camera attributes instead of global convars
merge from packed blend branch
texture set changes - removing incorrect metalness from some bits
Added a simple privilege base for entity and vehicle priv
merge from packed blend branch
progress - texture set #3
texture polish
Fixed macro textures not allowed to tile
Restoared sav to 243, stomped in
90484 ServerSideRagdolls merge, resulting in servers rolling back to last months savs
Network++
Ensured shelter and door have same protection.
Ensured if one entity dies and the other somehow hasn't died then to kill it.
Reduced update health calls.
Ignore static constructor in constructor access check
Move Component access to a class, so we can use the same from Components without twinning methods
GetComponent => Components.Get etc
Rename Components.Add to Components.Create
Tweaks Components.Get/GetAll so they can take flags to filter instead of the two bools
Reverse the disable condition in ForEachChild to match new Component default