241,383 Commits over 3,867 Days - 2.60cph!
Convert rug, landmind & floor spikes
Right click option will handle multiple selected prefabs
Fixed resources / materials again..
Convert garage door manually with an instanced placeholder mesh (since it's a SkinnedMeshRenderer)
Manually convert doors and mark as "normal rendering in network range"
Can now right click individual prefabs and convert them with the right click context menu
Add method to de-convert prefabs from instanced rendering (mainly used to redo conversion from scratch)
Fix MeshRenderers being stripped when entity needs to use normal rendering within network range
Add an Intensity named control point value (0-1) for scrape particle effects to use
Make EnableScrapeEffects and EnableImpactEffects internal for now
Make FrictionEffects a dictionary
Call PhysicsGameSystem.Shutdown on GameLoop shutdown to ensure vars cleared
TickRate Project Settings (#1134)
* TickRate project settings
* Def tick rate 50 as it was
* Obsolete Game.TickRate.set
* take tickrate stuff out of serverconfig
v_toolgun (blockout version)
Tests use AddFromFileBuiltIn when adding base addon
[Squash] StartScreen has "Home" and "Create new game" sections
Simplify launcher
Show "Last Opened" on last opened game row
Give StartScreen obvious sections
[Squash] General editor tweaks and improvements
Only read/write addons.json in tools mode, cl_list_projects debug command
[Squash] Editor startup flow
[Squash] Show progress when loading projects, wait until complete before showing editor
New project sets newly created project as active
[Squash] StartScreen sorting and filtering
Minor fixes
[Squash] Native editor JumpList support, JumpList content, minor editor tweaks
StartScreen home sections are ExpandGroups
[Squash] SegmentedControl and ItemRow cleanup
Rename "empty" to "content mode", add "-skip_start_screen" command line switch, works with jump list
Shut down engine properly when start screen is closed 🤦
Fix cloud project cloning, move into Utility
Command line project loading
Use SegmentedControl in TabWidget rather than doing the same thing twice
Game editor menu, contains options for uploading, opening explorer, etc.
Implement remaining missing functionality (file menu, templates)
Tools cleanup
Don't run OnPreCull unless in playmode (errors)
One inverted bool convar = hour of debugging
large tall weapon rack texture change
seeing if i can get the contrast better without making it look whack
updated prefab to include new rigged mesh, added colliders, old mesh hidden
Fixed getting stuck on pipes in arctic base
Reapply changes to ferry terminal
Rotor wash underwater render fix.
Implement EditorPreferences.ShowStartScreen
Tools cleanup
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Fix server failing to start when nexus is enabled and the save folder doesn't exist yet
Fixed broken concrete rubble pile in the lighthouse
Fixed holes in the lighthouse exterior in LOD1
Tweaked baked lighthouse lod texture to better match LOD0 color values
Simplify handling expired tasks (#1157)
* Simplify checking expired tasks (#1143)
Allow any tasks defined in our DLLs to continue, but user code can't continue if it was from an expired context
* Allow persistent tasks in current menu package assembly (#1143)
* Move task persistence allowing / forbidding to GameMenuInstance
Fix viewmodel pitch and yaw delta
Add inertia damping to viewmodel (does calling this inertia even make sense for this anymore?)
vfxc: add Radeon GPU Analysis, can target many arch
Update fossilize
rendersystemvulkan: new pipeline manager w/ VK_EXT_graphics_pipeline_library
package/stats api route fix
Switch to different charts
Fix weird/missing items in recent played
Fixed metal box prop in the NMS chaging size when switching LODs
Attempt at fixing the ocean visuals disappering when exiting the NMS
Implement remaining missing functionality (file menu, templates)
Remove old Utility.Projects.SetActive(), error if setting non-gamemode project
Fix NRE when launching projects through jump list
Use direct path to project through jump lists instead of addon ident
We can add the project manually if it exists but we don't know about
it (can happen if you pin something on the jump list, then remove it
from registered addons list, and then try to launch the pinned addon)
Move task persistence allowing / forbidding to GameMenuInstance
GameMenuInstance.PackageAssembly can be private
Add GameMenuInstance.PackageAssembly property
Allow persistent tasks in current menu package assembly (#1143)
Convert some building prefabs & mats
Fix prefab converter, add option for some building prefabs
Added some padding to the SC skin steps collider to prevent stuck between steps and ramp blocks
elite zombie dashing
Merge branch 'main' of sbox-sausagesurvivors2
wip upgrade powerup
More lenient placement checks for large water catcher
Adding gibs for pickup_truck_c
Updated the shreddable pickup truck prefab
Simplify checking expired tasks (#1143)
Allow any tasks defined in our DLLs to continue, but user code can't continue if it was from an expired context
Citizen/animgraph: further protect against movement hitches by blocking reset signals to the pelvis lean additive node + updated comments