241,389 Commits over 3,867 Days - 2.60cph!
Apply seamless cubemap hack from VDC
Fixed cargo ship not pushing tugboat well with its bow wave push trigger
ShaderGraph, default input to zero for unary nodes when input is missing so errors don't get triggered
ShaderGraph: Add round node
updated Abyss metal hatchet ao so some barnacles aren't so dark
ShaderGraph: Rewrite Remap node so it's actually readable
Add AccurateMilliseconds to UniversalTime
Fix Network.ServerTime, add Ping + Ready messages. Don't create entity if already exists
Player.IsValid
SyncString + fix SyncPlayer nre
Fix input + state update intervals. Only allow public State/InputAttr properties
Save .shader instead of .shader_c in material
Fix metropolice crashing when its target is removed during a burst
Steam Voice Settings opens Steam Settings in overlay
Recent steam update removed the old voicesettings option
Start moving AddonUpload to engine
Cleaning
Run Crc64.FromStreamAsync in a thread
WIP allow creating SdfWorlds in the menu
Don't be an idiot and make it shared properly
FIx skill configs not applying in time for singleplayer
Pull Requests (Community Contributions)
* TTT: make Poltergeist weapon range easier to override
* TTT: fix notification sound cue and make it toggleable
* DListView ignores invisible lines
ShaderGraph: Add Arctan2, Arcsin and Arccos
DListView ignore inisible lines (#1989)
FindInSphere and FindInBox also finds static entities
merge from steam_auth_analytics
Add post culling job to count number of meshes in output
Fixed shared abyss strings
Don't apply mounted length modifier to cloth for standing poses
Fix wonky simulation space logic causing weird movement on held/holstered items when parented
Only read/write addons.json in tools mode, cl_list_projects debug command
Startup flow
Cleanup
wip test code/changes for supporting re-using weapon rack functionality for visual looting/set dressing
Fixed broken river shader when water reflections were set to 0
Can no longer deploy deluxe christmas lights on doors (since they don't move with the door)
Fix crash when calling Graphics.RenderToTexture from UI tick by never doing AsyncBeginRenderingViews, no real benefit
TTT: fix notification sound cue and make it toggleable (#1983)
When deleting widgets via layout.Clear, set their parents to null so they aren't in the child list
Batch publisher for content projects, working concept
fixed Brick half wall hard side blocking triangle foundation placement
Make ents.GetMapCreatedEntity shared
fixed foundation triangle conditional corners see through side, adjusted colliders as well.
Better exception handling during modify chunks (#8)
Fixed clearing race condition (#8)
fixed LOD1 on block.stairs.Lshape brick skin
improved brick ramps gibs
Several changes to try and reduce the likelihood of industrial pipes getting deleted when upgrading grades:
-Change the prevent building volume that is spawned along pipes to a capsule collider to better match the pipe shape (was a box)
-Increase the offset from walls that pipes are placed at (0.03->0.04)
-Decrease the prevent building volume size on pipes (was a 0.05 box, now a 0.035 capsule)
-Reduce the size of the building block bounds check when checking for offending pipes by 3%
Deleting window.bars brick version as not needed
remodelled the brick window block to have a rectangular shape like other blocks
MP5 Texture update and one more lod for the worldmodel
Merge from main -> global_networked_bases
Remove debug print
Selecting a tool from the spawn menu properly selects the toolgun
Lamp / Light entity: give solid tag
Fix torch model physics being too complex and failing
See if instanced rendering will work with world prefabs (rocks)