240,154 Commits over 3,837 Days - 2.61cph!
Change EditorWindow.StateCookie so everyone on main gets a sane default layout reset on them when staging is flipped
correct surface on concrete trim 2
Rework into a standalone component ViewmodelCameraAnimation
Applied to paddle viewmodel for testing
Unused networking engine events
Delete some unused VR specific stuff from scenesystem
misc kitchen trim props + bed_frame_02 updates
Write vertexobject on end of scope
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Layout changes
Broke scroll view
Fix conversion errors when setting FieldDescription value
Fix NRE in MapSelectButton
Fix NRE when joining local. package game
merge from skip_death_screen (admin only)
Updated Facepunch.ActionGraph
merge from server_noconsole
merge from train_tunnels_railing_fix
merge from steam_friends_null_check
Prevent diving tank, parachute & future non-backpack items from being dropped when you are wounded / die
Fixed possible exception when adding a var.set node
Add Component.INetworkSpawn - calls with owner when a GameObject is network spawned
Fix not network spawning
Merge from backpacks/backpack_ui_2 -> backpacks
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Single vendor now has new internal layout
Single vendor scales properly
ActionGraph array linking fixes
Remove GameResources able to load from keyvalues
Fix asserts/trying to make 0 width&height render targets on startup
TryLoadGameResource catches exceptions as expected, doesn't brick your game if you have a malformed gameresource now
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Fix uninitialized variables in model anim, this will make IsWorldSpace assert reliably trigger when it should
Set morph frame source anim to worldspace, fixes assert
Updated texture bundle splits to avoid 4GB limit
Some safety in DeserializeExpected
Softer depth comparison for subsurface scattering
Implement Depth::GetWorldPosition properly, document it nicely
Recompile sprite with depth feathering
Fixed the layout - now works with flexbox
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reworked padding on oilrig trims, disabled crunch compression (texture only changes)
Make gizmos use DynamicSceneObject, add CMeshBuilder2::WithInstancedTransforms to flag mesh to use transform system without changing vertex layout, fix transforms on dynamicsceneobject in native
Spawn point gizmo tweaks
Better define what happens when host leaves (destroy their shit)
Tweak network transform lerp
Added shovel script and set it up on the shovel, incase I need to add any extra functionality later.
Improved shovel item check.
Flags set to require shovel.
Added Input.SetLink( source, index )
Add PhysicsBody.SmoothRotate
Expose TimeSince, TimeUntil, so they're usable in RPCs and Sync vars
Connection.Local.IsHost should make the right noises now, fixed some id confusion
Update parent and owner during network updates
Remove Game.Server
Delete EngineRpc
Add Networking.FindConnection
Draw owner next to GameObject
Give players a unique display name when joining (if there's a clash)
Sod that, remove Input.VR.IsActive
Obsolete Input.VR.IsActive since it's grabbable via Game (and this code path hasn't been working for ages)