241,020 Commits over 3,867 Days - 2.60cph!
Rust PVE mode (convar) now allows players to shoot NPCs
ShaderGraph: Add render option for rendering backfaces (preview only)
Remove simple_keys - unsued
Another baseplayer cleanup
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Move channelrenderer into resourcecompiler, makes no sense to have a vpc just for this
Leaderboard backup, run #5501
Menu stuff goes in MenuResources silly
Separate map assets from game
Game Menu stuff
sbproj
Menu tweaks
vmat_c
Leaderboard backup, run #5493
Leaderboard backup, run #5490
Add convenience functions
Calc proc bones before bone merge re-run, fixes jittering on bone merged models with anim constraints
Leaderboard backup, run #5486
Animgraph: Bone merge in blend 2d and anim clip previews
Animgraph: Show bone merge models in node preview
Testing out WeaponViewer w/ ScenePanel
Animgraph: Don't allow animation clip drag drop when preview mode is active
Misc code delete, mostly pcre lib
Start framing out ClassModal
Hook it all together, create new class makes a new class and saves it
Start writing persistence for custom classes
Add Attachment.IsUnlocked()
Start framing out Create A Class page in GameMenu
Fix HTTP request parameters being flipped
Merge pull request #4 from peter-r-g/peter-r-g/fix-http-request
Leaderboard backup, run #5477
Leaderboard backup, run #5476
Mark every single building block mesh as read/write enable (NOTE: this cannot be merged to 2019!)
Merge from dof-leaking-fix
Leaderboard backup, run #5472
fix sound error when firing attack heli rockets
Leaderboard backup, run #5469
v_mp5: the fire_hold layer now slightly shifts the fingers' grip too
Add `GameUtil` class
Implement `Container.Add()`, `Container.FindFirstSlot()`, `Container.Move()`, write docs & import them using <include ...>
Docs, make WeaponAttachmentComponent abstract
Disable unsupported attachments instead
WIP Attachment Mods -> USP RMR, USP Suppressor, MP5 Rail
Leaderboard backup, run #5466
Add shader to InstancedScheduler (2021 prefabs not compatible with 2019)
Copy meshes into the single geometry buffer via a shader to deal with meshes with Read/Write disabled
Add UIGlobals, UIGlobals.MenuScale and UIGlobals.GameScale. Scale up respective root panels on Steam Deck