198,701 Commits over 4,140 Days - 2.00cph!
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Skin viewer: DB, F1 grenade, M39, sword, satchel, stone hatchet, waterpipe, pants
Skin viewer: bow, bone club, bone knife, combat knife, custom smg, hatchet, jackhammer, L96, longsword, M249, pickaxe, pump shotgun, salvaged pickaxe, stone pickaxe, snow jacket
Header nav buttons and weekly skin reset counter styles
Improve modal styling, steam inventory buttons and store general scroll bar
New colours added, checkbox fully clickable, sidebar colours
Some skin viewer tooling to help setting up the 2 billions items left
Fix RidableHorse.PreProcess NRE on client due to missing rigidbody
Allow running TrainCar preprocess during bundling too because it depends on some objects deleted by RealmedRemove
Merge from trimmed_asset_warmup/scene_warmup
Allow IPrefabPreProcess implementations to opt into running during bundling into asset scenes
Enabled for EntityFlag_Toggle, RealmedRemove, StripRig, TriggerNotify, and TriggerNotifyEntity
Skip loading monument prefabs for non-procedural maps
Remove another redundant mesh collider on ice sculpture
Fixed skin viewer sun orientation
Merge from trimmed_asset_warmup/scene_warmup
Fix issues canceling loading into servers
Fix scene lists duplicate entries in AssetSceneManifest at runtime
Fix errors unloading scenes in editor because no asset scenes are loaded (can't unload last scene)
Made sails easier to interact with.
Removed TSSAA post effect from the skin viewer, breaks it
Fixed nre when opening frog boots
Added IsBoatFullyContained check, called in CanEnterEditMode. Ensures all boat pieces are within the boat building area before entering edit mode, to prevent half editable boats.
WIP on lighting settings for workshop screenshots
Fixed right clicking while dragging a gesture breaking everything
Gesture reset button styling
Centered gesture wheel
Fix soft mask fading bottom items
Fixed gesture menu not showing up + an nre when dragging empty widgets
Load skin viewer in a prefab rather than using a scene
Removed the sky from the scene, not needed
Refactor EditAreaAvailable() to CanEnterEditMode() ahead of some changes
Ensure MemoryStream used to store bytes in EventRecord is returned to pool
Removed duplicate gibbable script
Fix more meshes missing R/W
Fix scientist shotgun reload sounds
Fixed some legacy skins not loading
Fix heavies walking into players
Consistent drag controls regardless of framerate
Fix shotgun location in hand
Add support for adding byte[] fields to analytics events
- serialized as Base64 string
- Correct icon and localization of new scientists
- Add prototype shotgun scientist with different behaviour
Fixed store extra items not working for untagged old items
Skin viewer: sleeping bag, SAP, revolver and python
Fixed gmad/gmpublish looking for steamapi in wrong dirs
Removing apparent leftovers of novint stuff in inputsystem
More projects build for win64
Moving internal steamapi lib locations on windows to match x86-64
Fixed old skins not loading
- Make custom behaviour for heavies, to walk and suppress while other scientists flank or push
- Makes scientists walk instead of jog
Ensure hit entity isnt null first
Subtract
125654 breaks the whole game
merge from /main/nametag_clipping_fix
Add a null check to query vis job runner to prevent crashes on disconnect.