6,968 Commits over 882 Days - 0.33cph!
Fixed IconRender scene using the old UI input system module
merge from keyboard_layouts_fix
Fix bind_default stomping player rebinds when the default command was left unbound
merge from premium_rebrand
merge from premium_rebrand
Tweaks, deleted old premium modal
Deleted some old assets
Reserialized a bunch of menuui2 prefabs
Updated premium server browser tag
Swapped premium logo in main menu footer
Added UIBorder and UIRoundedCorners
Rebuilt the premium modal
Fixed crosshair popups regression from my recent generic popup changes
merge from keyboard_layouts_fix
Popup background blur/color consistency pass
Better looking key conflict popup
Fixed some bind widgets not using the full command
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
Fixed binds menu not using strict GetButtonsWithBind
+attack was showing mouse0 and mouse1 instead of just mouse0
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
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'
merge from keyboard_layouts_fix
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"
merge from skinviewer_viewmodel
Fixed viewmodel camera missing depthTextureMode swap based on Effects.requireMotionVectors
merge from skinviewer_viewmodel
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
merge from skinviewer_viewmodel
Fixed MainCamera.get_position skin viewer nre
Fixed "View in hands" button still toggled when exiting and reselecting the same skin
Auto close fullscreen skinviewer window if the menu is not open (just in case)
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)
merge from skinviewer_viewmodel
Fixed cart button drawing on top of fullscreen skin viewer
Swapped the RPG viewmodel first ammo prefab so it shows the right one in the skin viewer
Fixed custom lighting staying enabled on top of vm lighting
Skin viewer refactoring, moved the input controls to UI_FullscreenSkinViewer
Cleanup
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merge from tmp_validatehtmltag_nre_fix
merge from cassettepanel_nre_fix
Fixed cassette loot panel NRE
PressButton merge, compile fix
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
Added arrow buttons to switch to the next item in the store from the skin viewer (limited tab only)