198,877 Commits over 4,140 Days - 2.00cph!

11 Days Ago
Fixed settings page padding wee styling change on gesture widgets
11 Days Ago
Remove one active sibling off all top level pages Fix crappy blur effect on rust plus modal Rewire up session modal after design changes Fix broken loading screen header after design changes
11 Days Ago
compile fix
11 Days Ago
Fixed gesture wheel order
11 Days Ago
Dont bother trying to update category buttons - have to redo it anyway
11 Days Ago
Fix play menu constantly turning itself off
11 Days Ago
Better spring motion Layout fixes
11 Days Ago
Removed TrueShadow auto defines
11 Days Ago
Gesture menu juice, spring motion on the dragged gesture Fixes
11 Days Ago
Bugfix: NPCAutoTurret now shoots when it's facing the target Caused by not implementing the same optimization as AutoTurret (while NPCAutoTurret depends on it). Tests: spawned `sentry.scientist.static` on craggy and became hostile to it - was shot within the whole 360 arc
11 Days Ago
11 Days Ago
Exposed TMP m_TextComponent in TMP_SubMeshUI for TrueShadow
11 Days Ago
Added TrueShadow
11 Days Ago
merge from fogmethod1
11 Days Ago
Merge: from main
11 Days Ago
Hack: BaseRaidBench - avoid flooding audio manager During benchmark, we create too many audio sources and don't clean them up with default budgets - so we up them abit. Tests: ran the benchmark - no longer grinds at 3fps
11 Days Ago
whitespace consistency pass Only build 32bit binaries for 32 bit Linux builds (dependencies) Unhide AIN loading errors from developer 1, make them warnings Move map.pack to cache/map_pack.bsp Since its a temp file that doesn't need to pile up in the root folder Disable 360.ain loading for preload Not sure if this code even runs, but just disable it Force mount HL2 episodic content on SRCDS Prevents "missing particle" warnings on start up
11 Days Ago
add brightness/contrast controls for night sky
11 Days Ago
whitespace consistency pass Only build 32bit binaries for 32 bit Linux builds (dependencies) Unhide AIN loading errors from developer 1, make them warnings Move map.pack to cache/map_pack.bsp Since its a temp file that doesn't need to pile up in the root folder Disable 360.ain loading for preload Not sure if this code even runs, but just disable it Force mount HL2 episodic content on SRCDS Prevents "missing particle" warnings on start up
11 Days Ago
Gesture menu fixes and polish
11 Days Ago
Changed UIInvisOverlay to inherit from SingletonComponent - Performed in-editor functionality testing - Performed compile error checking
11 Days Ago
Set home page as on by default
11 Days Ago
Fixed squished store and inventory views
11 Days Ago
floating city barge lods, collision
11 Days Ago
Added LODs for all floating walkway kit (LOD3 material WIP). Started chunking up sections for floating animation.
11 Days Ago
Attack helicopter turret using the minigun now requires the minigun to be spun up with the primary shoot button before it shoots bullets. After 10 seconds of no shooting input, the minigun in the turret stops spinning. After 10 seconds of the passenger leaving the gunner UI, the minigun stops spinning. If the passenger dismounts whilst the minigun is still spinning it will stop spinning immediately. If the engine of the Attack helicopter is turned off whilst the minigun is spinning it will stop spinning immediately. - Performed in-editor functionality testing - Performed compile error checking
11 Days Ago
Rewire shockbyte Fix session page not working after design changes Fix shockbyte buy button after design changes
11 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
11 Days Ago
Merge from main
11 Days Ago
Remove IServerComponent from ServerProjectile because the client uses its properties in a few places to predict trajectory etc
11 Days Ago
NRE fixes when camera or sky are destroyed on scene unload
11 Days Ago
11 Days Ago
Added editor convars to lock/unlock gestures
11 Days Ago
Added IAnchorable, implemented for PlayerBoat. Toggle buoyancy flow force on/off with anhor raise/lower. Checks all anchors incase there's multiple.
11 Days Ago
Resize information grid on max items in column
11 Days Ago
ModelPostProcessor will now make the last LOD level readable if the model has the LastLODCollider label applied to it Apply LastLODCollider to a few models
11 Days Ago
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Electric Table Lamp - Blockout, initial prefab setup
11 Days Ago
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11 Days Ago
Buoyancy flow force can be disabled per instance.
11 Days Ago
Brought back videos to the home screen Setup backing images that turn on and off with blur etc when you move from home to play and vice versa
11 Days Ago
Implement new loading screen UI and warning message
11 Days Ago
Store URL navigation support
11 Days Ago
Updated gesture icons resolution
11 Days Ago
Gesture menu progress - Layout and style update - Locked gestures are spawned at the bottom of the list, with a button to jump in the store
11 Days Ago
Remote controlled (computer station) autoturrets using the minigun now require the minigun to be spun up with the primary shoot button before it shoots bullets. After 10 seconds of no shooting input, the turret stops spinning. - Some general code cleanup included - Performed in-editor functionality testing - Performed compile error checking
11 Days Ago
Autoturrets using the minigun now behave similar to how a player has to use them and do not spin constantly. The minigun starts idle not spinning and then when a target is found it will spin up before shooting. After shooting, 10 seconds without a target is needed for spinning to stop. Video of the new functionality: https://files.facepunch.com/jacob/1b0411b1/Unity_bwwHDhX2zx.mp4 - Makes use of new ITurretNotify code interface methods - Non-autoturret (player-held) functionality remains unchanged - Some general code cleanup included - Performed in-editor functionality testing - Performed compile error checking - Fixes to come for remote controlled autoturrets (computer station) using the minigun and Attack Helicopter attached miniguns
11 Days Ago
Add movement speed to armor information
11 Days Ago
Fix modal positioning on play page
11 Days Ago
missing return