137,222 Commits over 4,352 Days - 1.31cph!
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Initial boilerplate setup, empty test radial menu, new radial menu type, keybind, etc.
Prepare refactor to have multiple navmeshes in same world
* new namespace for all new nav stuff to avoid confusion with old
* separate global methods
* navmesh instance methods
* C++ wrapper methods
* path helper methods
* geometry helper methods
Added support for multi-draw mesh motion vectors within the indirect instancing system
Initial work on a command list page so we can see all commands natively in game (convars etc)
Prepare work on moving navmesh
Fix odd history inputs + odd history loading
Update(tests): added consistency test for BasePlayer.UpdateSubscriptions
- fixed a bug with stepping players who's timestamp is not due yet
- Refactored serial code slightly to keep the structure consistent
Tests: ran unit test
tidied up charms folde a little, added new sequential steam ids
Bugfix(tests): when setting up a dummy server, ensure heighmap is also initialized
Needed to accomodate recent changes with tunnel net groups
Tests: perf test for snapshot deps now runs
Apartment lights - updated textures
Prevented indirect instancing from ignoring motion vectors for a draw call when its world bounds was set to have a center of zero
add packet ref, tweaked array pool size
merge from new_console-ui/copypaste
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updated apartment light textures
Ascending/descending sorting for the list view
Hovering the line shows the thumbnail
Styling and layout tweaks, fixes
missing glass from kiosk F + set dressing
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Update rust native lib for all platforms to contains the new recast code
List and grid view mode toggle
Sorting buttons
Polish
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Include VehicleLarge layer in growable entity sun raycast
Re populating skeleton skin bone array for frontier hazmat
floorpaper icon, renaming, engine file
set dressing rentable shop A
Updated apartment light textures
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Fix height sampling on some terrain sizes, add tooltips to convars, fix server compile errors, set terrain prefab to craggy, set default global lod scale to 2
fixed static vehicle paint masks import options, added some detail maps to materials to increase paint TD
Add ConVar to use MeshColliders for terrain cells, add editor buttons to create mesh colliders, clean up unused code, and put debug info behind flags.
Better approach, only allow one device per index be connected at once
Clean up editor, fix LOD extent validation, fix editor defaults causing 0 LOD extents, and set new defaults
reduce biome fogging when looking through a camera
exclude renderers with negative scale from instancing and warn about them
First pass regular armoured hatch setup
Date file and entity count are store in the data file
Old files entity count is filled when pasted
Added a way to retake screenshots when holding CTRL and clicking
merge from new_console-ui
Can paste and delete files from the copy paste tab
Added search bar and refresh button
Added copypaste.setscreenshot to set the thumbnail of an old copypaste file
added missing metas for camping cooker normals and kitchen furniture, removed obsolete files
first pass mat application shop A