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6,896 Commits over 882 Days - 0.33cph!

27 Days Ago
merge from premium_rebrand
27 Days Ago
Compile fix
27 Days Ago
merge from premium_rebrand
27 Days Ago
Tweaks, deleted old premium modal
27 Days Ago
Deleted some old assets Reserialized a bunch of menuui2 prefabs
27 Days Ago
Updated premium server browser tag
27 Days Ago
Swapped premium logo in main menu footer
27 Days Ago
Added UIBorder and UIRoundedCorners
27 Days Ago
Rebuilt the premium modal
27 Days Ago
Fixed crosshair popups regression from my recent generic popup changes
27 Days Ago
merge from keyboard_layouts_fix
27 Days Ago
Popup background blur/color consistency pass
27 Days Ago
Better looking key conflict popup
27 Days Ago
Fixed some bind widgets not using the full command
27 Days Ago
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
27 Days Ago
Fixed binds menu not using strict GetButtonsWithBind +attack was showing mouse0 and mouse1 instead of just mouse0
27 Days Ago
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
27 Days Ago
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'
27 Days Ago
merge from keyboard_layouts_fix
28 Days Ago
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"
28 Days Ago
merge from skinviewer_viewmodel
28 Days Ago
Fixed viewmodel camera missing depthTextureMode swap based on Effects.requireMotionVectors
28 Days Ago
merge from skinviewer_viewmodel
28 Days Ago
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
28 Days Ago
merge from skinviewer_viewmodel
28 Days Ago
Fixed MainCamera.get_position skin viewer nre
28 Days Ago
Fixed "View in hands" button still toggled when exiting and reselecting the same skin
28 Days Ago
Auto close fullscreen skinviewer window if the menu is not open (just in case)
28 Days Ago
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)
28 Days Ago
merge from main
29 Days Ago
merge from main
29 Days Ago
merge from skinviewer_viewmodel
29 Days Ago
Fixed cart button drawing on top of fullscreen skin viewer
29 Days Ago
Swapped the RPG viewmodel first ammo prefab so it shows the right one in the skin viewer
29 Days Ago
Fixed custom lighting staying enabled on top of vm lighting
29 Days Ago
Skin viewer refactoring, moved the input controls to UI_FullscreenSkinViewer Cleanup
30 Days Ago
Post merge fixes
30 Days Ago
merge from main
30 Days Ago
merge from tmp_validatehtmltag_nre_fix
30 Days Ago
merge from cassettepanel_nre_fix
30 Days Ago
Fixed cassette loot panel NRE
32 Days Ago
PressButton merge, compile fix
32 Days Ago
merge from main
33 Days Ago
merge from main
33 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
33 Days Ago
Added arrow buttons to switch to the next item in the store from the skin viewer (limited tab only)
33 Days Ago
Can only ADS item allowing ADS
33 Days Ago
Attack anims only for melee items
33 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
33 Days Ago
NRE fixes when using viewmodels in the skin viewer