240,799 Commits over 3,867 Days - 2.59cph!

1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
Work on finding panels from delta, fixed not finding an initial focused panel
1 Year Ago
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1 Year Ago
Add VerticalLayout, clean up layout system
Leaderboard backup, run #5885
1 Year Ago
Show a ping on the scientist when you need to go and talk to him
1 Year Ago
Mission objective rows now grow vertically to fit text Show a ping in the mission objective HUD if that objective is being pinged
1 Year Ago
Merge from dof_exposer
1 Year Ago
If the bonus resource storage has resources for the current mission, show a loot ping
Leaderboard backup, run #5883
1 Year Ago
Added an option for tutorial deploy guides to only display if a specific stage is active, implemented on initial build stage
1 Year Ago
Asking the mission provider for help will now reopen that missions full screen tutorial modal
1 Year Ago
Add 'use cache' button back to server browser Reimplement code that uses cache vs steam browser
1 Year Ago
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1 Year Ago
tag team dmg upgrade scale enemy hp with player count dash heal player upgrade fix ui regressions
1 Year Ago
Parachute cine materials + prefabs
1 Year Ago
Unsaved
1 Year Ago
Directory fixes
1 Year Ago
Updated the files of old_radio model
1 Year Ago
Added old_radio model
1 Year Ago
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1 Year Ago
Merge Main -> Attack Helicopter
1 Year Ago
Fixed Player:SprintEnable not working Also made Player:SprintEnable accept a bool optionally, and added Player.IsWalking minor changes
1 Year Ago
Additional null checks for heli seat owner
1 Year Ago
turned off texture streaming on haircap textures, set all but hairstyle_5 to high compression, tweaked alpha on hairstyle 3 so it doesn't have an obvious seam on the forehead
1 Year Ago
Reimplement cached browser in a much simplier format Submit single query for ping after cached serverlist is downloaded instead of prioritizing pinging servers that are currently visible on screen Add method to VirtualScroll that updates items that are visible Set ping text to '?' every frame until the cache is populated (rather than complicated tasks and callbacks)
1 Year Ago
XL ground kickup experiment working files & scene backup
1 Year Ago
Fix not loading entity prefabs
1 Year Ago
Merge from main -> cached_server_browser
1 Year Ago
Fix editor FirstPersonCamera not obeying dpi scaling Cleaner selection
1 Year Ago
merge from main
1 Year Ago
merge from Attack Helicopter
1 Year Ago
merge from weaponrack_io_display_fix
1 Year Ago
merge from quarry_distance_anim_fix
1 Year Ago
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1 Year Ago
mining quarry - changed direction of scrolling uvs, prefab fixes
1 Year Ago
Noodling with nodes More noodling WIP blueprint node interface Fleshed out NodeType NodeType tweaks Input / output signal support in NodeType Blueprint<T> skeleton Some more example nodes Blueprint node graph modification methods MethodNodeType, refactoring Move blueprints to Sandbox.Engine Basic blueprint test setup Test refactoring, improving graph composition API Big refactor Renaming / reorganizing Some helper methods for adding nodes WIP dealing with dynamic node definitions For example Event nodes that have different output sockets
1 Year Ago
Block chat messages FROM players in tutorial too
1 Year Ago
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1 Year Ago
Hide chat messages except for server messages when in the tutorial. Added Chat.hideChatInTutorial replicated convar to toggle this behaviour.
1 Year Ago
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1 Year Ago
updated renderLOD settings on quarry track
1 Year Ago
added snow detail normal
1 Year Ago
Add EntityPrefab.JsonValue (replaces Value, which is still there for backcompat) Add Json.ToNode, Json.FromNode Serialize/Deserialize [Property]'s on IPrefabComponent manually Changing prefab interface names
1 Year Ago
Call GetPixels() on backdrop filter props instead of getting Value directly, fixes percentage/fraction-based filters
1 Year Ago
Fix edge case for FindDeepestNodeContainingSpan
1 Year Ago
Ignore SourceLocationAttribute in ILHotload Fix edge case for FindDeepestNodeContainingSpan
1 Year Ago
Add PanelTraversalOverlay (for lack of a better name)
1 Year Ago
Refactor, add ControllerOverlay, so we can add another overlay for panel traversal selection