241,213 Commits over 3,867 Days - 2.60cph!
Add empty decal for water surface, surfaces will always fallback to default
Add weapon tag so player doesn't collide with weapon. Clear weapon velocity before throw
Adding some debug while chasing down building blocks being rendered with the wrong mesh
w_mp5: physics shapes + quick AO proxies
w_mp5: bone & attachments
Fix weird startup issue in editor when using GameSetup's initialization commands with multiple editors
Mesh cleanup and LOD setup for slope transitions
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Apply a hack to render.RenderView to render using VIEW_MONITOR
Instead of VIEW_MAIN
merge from campfire_tugboat_fix
merge from TugboatDroneDeployFix
Add "Color Lit Per Particle" particle initializer, update "Color Random"
new fields for "Color Random" - tint blend mode, light amplification amount, output field
game.IsDedicated is now shared
steamworks.GetList days parameter is functional again
For "trending" and "popular" types. The days parameter is clamped to 0-365, default to 7 if given 0 for "trending".
disable pointer events on box-footer
Cherry picked bug fixes from /main/shader-fix-2:
85322 => Fixes moving texture detail on moving monuments
85327 => Fixes emissive-only offset on some materials
85427 => Fixes incorrectly lit decals on monuments
85538,
85539,
85541 => Fixes overly reflective spray can decals
Replicated fix to all spray can decal materials
Set up password dialog, set as "disabled" if config is not private
Better loading screen status
Tweaked SprayDecalMat to shine less
Added Specular Multiplier color property to Deferred Decal shader
Typo fix in asset.party package publish successful
Setup missing prevent building
Fixed gradient ui styling
I remembered the magic trick
v_usp: changed on-screen position to be a bit closer, higher, and a slight roll to the left. Also fixed bones for IK intermediaries in animations
Add Input component, accepts System.Enum Value w/ two-way binds
ComputeShader.Dispatch: Remark about thread group size being automatic
CRenderThreadDx11::OnReadBuffer: staging buffer needs to be the same size as the buffer to read, otherwise partial or offset reads silently fail
Use Switch in SettingsPage
Add Switch component w/ two-way bind
Make Entity.InitializeAsClientEntity do nothing and error no halt when used
I don't think anyone uses it anyway, as it is very crash prone.
Fixed crashes due to EnableCustomCollisions/PhysicsInitSphere
Clamp physics forces phys_torque applies
Don't query for games for now