userFlaviencancel
reporust_rebootcancel

6,911 Commits over 851 Days - 0.34cph!

6 Minutes Ago
Deleted some old assets Reserialized a bunch of menuui2 prefabs
6 Minutes Ago
Updated premium server browser tag
52 Minutes Ago
Swapped premium logo in main menu footer
52 Minutes Ago
Added UIBorder and UIRoundedCorners
52 Minutes Ago
Rebuilt the premium modal
3 Hours Ago
Fixed crosshair popups regression from my recent generic popup changes
5 Hours Ago
merge from keyboard_layouts_fix
5 Hours Ago
Popup background blur/color consistency pass
5 Hours Ago
Better looking key conflict popup
Today
Fixed some bind widgets not using the full command
Today
Added a warning popup when you're about to override a bind from the keybind menu Localized "Press a key" text on the bind button
Today
Fixed binds menu not using strict GetButtonsWithBind +attack was showing mouse0 and mouse1 instead of just mouse0
Today
When reading the cfg, we now apply keys.cfg before keys_default.cfg. Fixes default binds always being re-applied as the primary on startup. This was breaking binds on non-US layouts, AZERTY for example: rebinding +prevskin to A would end up with Q back as the primary and A as a secondary after a restart. But Q is +left for AZERTY users, so moving left while upgrading building blocks was switching skins... Tradeoff: any unbound command gets filled in from defaults on startup
Today
Default binds are automatically localized so non us-QWERTY players dont have to rebind everything when starting the game for the first time keys_default is now using 'bind_default' instead of 'bind'
Today
merge from keyboard_layouts_fix
Today
More keyboard layout fixes. We now register all buttons using their display name Symbols not part of the Key enum are still stored by their name for consistency Binds saved with raw keycaps are auto converted "bind [ kill" -> "bind leftbracket kill"
Yesterday
merge from skinviewer_viewmodel
Yesterday
Fixed viewmodel camera missing depthTextureMode swap based on Effects.requireMotionVectors
Yesterday
merge from skinviewer_viewmodel
Yesterday
Fixed some skin viewer regression - Frog boots - Clatter helmet - Silly horse mask - Horse mask - Egg suit - Wellipets Hat - Chicken Costume - Bunny Costume - Horse Costume - Hockey Mask
Yesterday
merge from skinviewer_viewmodel
Yesterday
Fixed MainCamera.get_position skin viewer nre
Yesterday
Fixed "View in hands" button still toggled when exiting and reselecting the same skin
Yesterday
Auto close fullscreen skinviewer window if the menu is not open (just in case)
Yesterday
Release and wait for the prefab and world asset scenes to load during bootstrap so the skin viewer can: - load entity and viewmodel prefabs - load bundled skin textures (we've been downloading them from the workshop as a workaround) without needing to be connected to a server (these scenes were held until we start loading in)
Yesterday
merge from main
Yesterday
merge from main
2 Days Ago
merge from skinviewer_viewmodel
2 Days Ago
Fixed cart button drawing on top of fullscreen skin viewer
2 Days Ago
Swapped the RPG viewmodel first ammo prefab so it shows the right one in the skin viewer
2 Days Ago
Fixed custom lighting staying enabled on top of vm lighting
2 Days Ago
Skin viewer refactoring, moved the input controls to UI_FullscreenSkinViewer Cleanup
2 Days Ago
Post merge fixes
2 Days Ago
merge from main
3 Days Ago
▋▍▉▊▋▍ ▇█▄▋█▍▇▌▉▇▅██▅▋▅▍▋█▌▌▍▆▄▍▉▅▄▇▊ ▋▄▍ █▇▇▄▆▋ ▍▊ █▅▊ ▌▆▉ ▅▄▉ ▍▋▅▌ ▅█▆▍▋▌▌▆▉▍▉▄█▍▋█▅▋▍▉▅▇▋▊▅▊▍▍▄▋▋▍▌▄▇▌▅▄█▌▄▇▌▆▄▋▌▊█▊█▅▋▊▋▋▋▉▌▅▍▌▆▌▆▉▆█▊▍▆▅▇▅█▋▉█▉█▌▇▉▇▇▉▆▆▇▉▅▊▆▇▍▆▅▄▄█▉█▍▉
3 Days Ago
merge from tmp_validatehtmltag_nre_fix
3 Days Ago
merge from cassettepanel_nre_fix
3 Days Ago
Fixed cassette loot panel NRE
5 Days Ago
PressButton merge, compile fix
5 Days Ago
merge from main
6 Days Ago
merge from main
6 Days Ago
Skin viewer ticks the viewmodel components so we can have the space lr300 ammo counter working, default ammo for rpg etc General store view fixes
6 Days Ago
Added arrow buttons to switch to the next item in the store from the skin viewer (limited tab only)
6 Days Ago
Can only ADS item allowing ADS
6 Days Ago
Attack anims only for melee items
6 Days Ago
Added a cubemap to the skin viewer (based on craggy). The skin viewer viewmodel camera uses that instead of the ingame cubemap, so it works in the menu and the ingame realtime cubemap isnt used It also fixes some issues with some world models using material needing a cubemap
6 Days Ago
NRE fixes when using viewmodels in the skin viewer
6 Days Ago
Fixed note loot panel not saving typed text
6 Days Ago
Disabled motion blur post process in player preview
6 Days Ago
merge from main