198,630 Commits over 4,140 Days - 2.00cph!
Polished gesture list, split assigned and unassigned gestures
Expose a MovementMultiplier slider to SimpleFloatingEntity
Reapply the subtraction
124982 124983 of the other subtraction (revert_metabolism)
UI_Window warning editor only
Restored store cart button
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Fixed missing antlion guard step sounds
Make RemoveDecalsAt distance a float
Added description to sv_sticktoground
Use squared distances for RemoveDecalsAt internals
Disallow Spawn() on world entity
Add a confirmation dialog when trying to load a save that would changelevel
Change implementation of VMatrix.InvertTR to avoid it crushing itself
It's probably a bit slower now, but returns actually correct values
VMatrix:GetAngles uses a normalized matrix internally
so scale doesn't affect results as much
Added ai.GetNodeCount
Properly fix the particle related crash, and fix regression
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Properly fix the particle related crash, and fix regression
revert_metabolism -> main
revert_metabolism -> main
Fixed workshop scene using jungle color grading if the camera is in a particular spot
Make RemoveDecalsAt distance a float
Added description to sv_sticktoground
Fixed POSIX compile error
Use squared distances for RemoveDecalsAt internals
Disallow Spawn() on world entity
Add a confirmation dialog when trying to load a save that would changelevel
Change implementation of VMatrix.InvertTR to avoid it crushing itself
It's probably a bit slower now, but returns actually correct values
VMatrix:GetAngles uses a normalized matrix internally
so scale doesn't affect results as much
Added ai.GetNodeCount
Update: BaseRaidBench - emulate timed explosive fuse
Not really important for now, but later once rockets fly upwards and have a chance to miss, this should make it match reality closer
Tests: ran the scene
Fix scientist breaking their spine to look at a player behind them while they are sprinting away
- Better vislog for neck rotation limit
- Lerp rotation instead of snap
Update: BaseRaidBenchmark - expose batching mode via component
Tests: none, trivial change
Convars for aboard player and auto close sails checks.
Update: BaseRaidBench - disable camera shake and hurt effects
Tests: ran the scene
Bunch of thrust position calculation improvements. Makes turning much more reliable on a bigger variet of boats for now.
Constrain angles the scientist can turn their virtual head at (on server, where there is no animation)
Removed test arg in initial home navigate
Gesture menu progress, some refactoring and polish
Water pump idle loop audio is now affected by occlusion.
Server Browser design changes
Thrust position calculation fix
Update: Add BaseRaidBench to build scene list and mark it for maps bundle
- Also removed the nuked Foliage scene - forgot to clean it up
Tests: none
ghost ship interior progress
Update: BaseRaidBench - unblock pooling
Takes the edge off halfway through the benchmark, but initial 5 seconds are still rough.
Tests: ran the scene
Add support for building block-specific padding offsets (eg increase y padding on shipping container foundations, or on the outer side of wood walls)
(Ensures more accurate alignment of deployables on specific building block types.)
Introduced a static dictionary mapping prefab names to custom Y and normal padding values.
Added support for padding modes: StrongsideOnly, WeaksideOnly, and Both.
Applied padding logic during downward placement and wall/corner snapping.
Merge from trimmed_asset_warmup/scene_warmup
Mark a bunch of collision meshes as R/W
Pilot Codelock - added cinematic textures and materials
Update: BaseRaidBench - reposition camera to above the circle
Tests: ran scene
Bugfix: BaseRaidBench - fix NREs by loading game manifest on start
Tests: ran scene
Pilot Codelock - updated icon, fixed material order in LODs
Update: BaseRaidBench - players now animate and produce muzzle flashes
Tests: ran the scene