137,252 Commits over 4,474 Days - 1.28cph!

1 Year Ago
Merge from main
1 Year Ago
Disable using cached prefab list to build asset bundles
1 Year Ago
Fix NREs on disconnect due to the main scene (camera) unloading before entities using the camera to update
1 Year Ago
Split world spawn prefabs (monuments etc) into smaller asset scenes Lazy load world spawn asset scenes based on what's required on the map Unload world spawn prefabs to save memory when unloading bundles Get rid of async asset loading from FileSystem (unused now)
1 Year Ago
Mark divesite shipping container collision mesh as readable
1 Year Ago
Fix LastLODCollider label not working with skinned meshes Don't mark overly detailed last LODs as readable
1 Year Ago
Revert ILPostProcessorHook to the main version
1 Year Ago
Revert ILPostProcessorHook, pushed by accident
1 Year Ago
Resetting your gesture wheel to default will only bind the gestures you own
1 Year Ago
Fixed being able to bind gestures you dont own when clicking
1 Year Ago
merge from autoturret_optim
1 Year Ago
Fix the player becoming stuck in a specific place when reskinning the legacy wall to specfic variant.
1 Year Ago
merge from main
1 Year Ago
Fixed settings page padding wee styling change on gesture widgets
1 Year Ago
Remove one active sibling off all top level pages Fix crappy blur effect on rust plus modal Rewire up session modal after design changes Fix broken loading screen header after design changes
1 Year Ago
compile fix
1 Year Ago
Fixed gesture wheel order
1 Year Ago
Dont bother trying to update category buttons - have to redo it anyway
1 Year Ago
Fix play menu constantly turning itself off
1 Year Ago
Better spring motion Layout fixes
1 Year Ago
Gesture menu juice, spring motion on the dragged gesture Fixes
1 Year Ago
Removed TrueShadow auto defines
1 Year Ago
Bugfix: NPCAutoTurret now shoots when it's facing the target Caused by not implementing the same optimization as AutoTurret (while NPCAutoTurret depends on it). Tests: spawned `sentry.scientist.static` on craggy and became hostile to it - was shot within the whole 360 arc
1 Year Ago
1 Year Ago
Exposed TMP m_TextComponent in TMP_SubMeshUI for TrueShadow
1 Year Ago
Added TrueShadow
1 Year Ago
Merge: from main
1 Year Ago
Hack: BaseRaidBench - avoid flooding audio manager During benchmark, we create too many audio sources and don't clean them up with default budgets - so we up them abit. Tests: ran the benchmark - no longer grinds at 3fps
1 Year Ago
whitespace consistency pass Only build 32bit binaries for 32 bit Linux builds (dependencies) Unhide AIN loading errors from developer 1, make them warnings Move map.pack to cache/map_pack.bsp Since its a temp file that doesn't need to pile up in the root folder Disable 360.ain loading for preload Not sure if this code even runs, but just disable it Force mount HL2 episodic content on SRCDS Prevents "missing particle" warnings on start up
1 Year Ago
add brightness/contrast controls for night sky
1 Year Ago
whitespace consistency pass Only build 32bit binaries for 32 bit Linux builds (dependencies) Unhide AIN loading errors from developer 1, make them warnings Move map.pack to cache/map_pack.bsp Since its a temp file that doesn't need to pile up in the root folder Disable 360.ain loading for preload Not sure if this code even runs, but just disable it Force mount HL2 episodic content on SRCDS Prevents "missing particle" warnings on start up
1 Year Ago
Gesture menu fixes and polish
1 Year Ago
Changed UIInvisOverlay to inherit from SingletonComponent - Performed in-editor functionality testing - Performed compile error checking
1 Year Ago
Set home page as on by default
1 Year Ago
Fixed squished store and inventory views
1 Year Ago
floating city barge lods, collision
1 Year Ago
Added LODs for all floating walkway kit (LOD3 material WIP). Started chunking up sections for floating animation.
1 Year Ago
Attack helicopter turret using the minigun now requires the minigun to be spun up with the primary shoot button before it shoots bullets. After 10 seconds of no shooting input, the minigun in the turret stops spinning. After 10 seconds of the passenger leaving the gunner UI, the minigun stops spinning. If the passenger dismounts whilst the minigun is still spinning it will stop spinning immediately. If the engine of the Attack helicopter is turned off whilst the minigun is spinning it will stop spinning immediately. - Performed in-editor functionality testing - Performed compile error checking
1 Year Ago
Rewire shockbyte Fix session page not working after design changes Fix shockbyte buy button after design changes
1 Year Ago
Merge from main
1 Year Ago
Remove IServerComponent from ServerProjectile because the client uses its properties in a few places to predict trajectory etc
1 Year Ago
NRE fixes when camera or sky are destroyed on scene unload
1 Year Ago
1 Year Ago
Added editor convars to lock/unlock gestures
1 Year Ago
Added IAnchorable, implemented for PlayerBoat. Toggle buoyancy flow force on/off with anhor raise/lower. Checks all anchors incase there's multiple.
1 Year Ago
Resize information grid on max items in column
1 Year Ago
ModelPostProcessor will now make the last LOD level readable if the model has the LastLODCollider label applied to it Apply LastLODCollider to a few models
1 Year Ago
Electric Table Lamp - Blockout, initial prefab setup
1 Year Ago
Buoyancy flow force can be disabled per instance.
1 Year Ago
Brought back videos to the home screen Setup backing images that turn on and off with blur etc when you move from home to play and vice versa