135,529 Commits over 4,293 Days - 1.32cph!
Assigned missing audio mixer to some prefabs
Fixed copy paste file importer not setting the FilenameStringId
add tint from vcolor mode to FXVille Blood World Lighting
Finger poser UI flips controls for right hand
Put the i in Dynamite
Rework Finger poser a bit
* Do not use hardcoded lists of bones, add a new list library list so addons can add support for custom models easily.
* Deduplicate some code
* Improve support for Zeno Clash 1 models
Localize "Loading..." labels in Steam Workshop browsers
* Also made it more consistent between all content types
Merged PR: Localize some more UI texts
Fix a very spammy warning on Linux
Localize Favorites map category in main menu
* Also fix localization of Other maps category
Localize server outdated tag
* Also fix translation module adding trailing space to every single output string
Minor cleanups
* Removing some unused VGUI code that I came across
Duplicator uses icons instead of text for workshop status
merge from artist_pack_dlc
Change painting menu rotation caching to only work on the same gameobjects, trying to paint a different type of painting will reset the rotation back to default
fix large lightup frame not having interact menu with hammer
Ornate frame character limit, fix large frame text behind mesh
Switched wanted posters canvas texts to 3D texts
removed shadow proxy's capsule colllider on oil rig leg
Fixed Scrap frame IO placements, swapped positions of power in and passthrough for lightup frame, reduced power consumption of shutter frame to 0
merge from artist_pack_dlc
Fixed paintable window painting not showing at certain angles, bumped the mat render queue
merge from artist_pack_dlc
Paintable Reactive Target - Updated shaders again, still no paint showing
Switched ornate frame text to a 3D mesh text, also switched to a lit shader
Merge: from useplayertasks_removegroupocludee_nre
- Bugfix for an edge case of moving players during load of a save
Tests: ran unit tests
Bugfix: OcclusionGroup - account for server loading a save potentially recalculating network group
- added a unit test to stress this scenario
Seems like a weird edge case, but it means we gotta work around it
Tests: ran unit tests
paintable reactive target health and protection fix, now matches existing reactive target
Paintball FX files
Work scene backup
Added some prevent building cols to the lightup frames for consistency
Fixed deploy guide on the XL variant
Syncvar saving fixes for frames and easel, fixes to ornate frame configuration menu
Fixed all scrap frames deploy volumes and missing prevent building collider
Also fixed the XL and XXL variant prefabs using themselves as deploy guides
exported paintable target rig with latest mesh and set rotational error to 0 on its anims to prevent snap to idle
Fixed all ornate frames deploy volumes and missing prevent building collider
split paintable target hit reaction anims into two parts and added to its anim.controller so the hit reaction plays instantly on every shot rather than playout the whole anim till it ready to play again
Fixed all artist canvases deploy volumes and missing prevent building collider
Paintable Reactive Target - Updated main material to standard shader (breaks paint visibility)
Reserialize_Prefabs_2 -> main
Paintable Reactive Target - Fixed paint leaks on other UVs (added padding), fixed deployable layers, fixed deployable guide mesh, improved IO ports positions. Rigged mesh needs updating to the new UV2 channel. Material still doesn't support met/rough