240,916 Commits over 3,867 Days - 2.60cph!
Get voxel visibility from world reference
Young and Old Skin adjustments
Run RichPresenceSystem.Tick in GameMenuDll instead, fixes presence being incorrect while in a game's menu
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Merge HomingVsPlayerHelis -> Main
Warning sounds in and working for all player helicopters
merge from bags_bottom_layer
merge from hotairballoon_deathscreen
Obsolete fixes
Add CloudAssets file to store Cloud.Model calls
Fix plant fiber model path
Fix mouse delta
Fix inventory slot label
Fix timed action transition
Action cursor mouse delta fix
Fix recursive recompile error on undead
Copy over emerge stuff (though still missing one material or something)
Only remove all ScreenEffects on ClientSpawn this prevents automatic render hooks being removed also (maybe a flag for also destroy auto hooks?)
Update map
ProceduralMapRail changes for testing
Radar lock/Radar warning audio WIP
Run ServerConfig.UpdateFromPackage after ServerInformation gets set, fixes bind collection failing to load in GameMenu
Remove unneeded rich presence setter
Add StepSimulation that returns awake list to managed
All SFM CreateSemiModalBrowser replaced with C# picker
Remove IAssetBrowserSystem::CreateSemiModalBrowser
Move CQEmbeddedAssetPicker to toolsutil2, remove CreateEmbeddedPicker, tools can create this directly
Replace embedded pickers interfaces with toolutils2 CQEmbeddedAssetPicker
gingerbread skin creation gibs replacement list
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Don't bother binding aggregate data, sometimes its a resource handle but sometimes not and we can't bind both
MaxHealth now includes any HAB upgrades on the client, fixes health bar not properly registering health upgrade (eg. displaying 1600/1500 hp in UI)
Repairing a HAB with armour now combines the required resources of the base HAB and the armour upgrade
Include charts in this repo
Homing missile launcher worldmodel
HAB's will now decay even if they are fully inflated if they are no longer moving (movement of less than 2m in between decay ticks)
HAB's will decay even if they are "inside" if they are fully inflated (deflated habs can still be kept indoors)
Stuck HABS will now get a periodic random physics push to try and dislodge them
Should prevent HAB's getting stuck permanently on pylons/domes
Leaderboard backup, run #5573
Show sleeping bags on the bottom layer of the map view on the in-game map, but keep them on top on the death screen so they can still be clicked
Ease in hand IK using new SetOverrideWeight methods on PlayerModel
Cherry pick warning sounds
Remove unnecessary script from attack heli
Updated my inventory loadout with homing rockets
Fixed homing rockets not being able to lock onto player helicopters
Use first person with arms view while flying the parachute, use new IK fix for first person arms so it all syncs up nicely
Fixed flare FX behaviour problems
New flare use input for pilot. Uses up a flare and shows flare FX. No functionality vs. rockets yet. +Manifest.
Backup: F15E Cinematic prop prefab + textures (from Alfie)
Fix multidraw convar so it's enabled by default
Cache meshes so we don't copy the same one to the GPU multiple times
Add memory usage of multidraw buffer