240,771 Commits over 3,867 Days - 2.59cph!
stake - updated prefabs & positioning after model updates
Save pre velocity for intersection notifications
Testing method for creating a decal in scene worlds
Support body inertia scale
For aggregate CheckShapeOverlap, just use CastShape, that will handle meshes for us
Fix body CheckOverlap, switch the test around when the shape is a mesh
added female GhostSheet model
Highlight asset list folder when selected
Fix baseitemwidget drag hover and drag drop logic being backwards
Weapon racks can force a rotation.
Weapon racks can be set to create pegs or not.
Get rid of unused overlap and sweep functions from interface
Aggregate CheckShapeOverlap, skip meshes for now
Merge from shader-stdblends-extended
Initial managed VR / stereo rendering logic
Remove tracked device debug spew
SceneCamera.RenderStereo, allow eye targeting
Build & override camera frustum based on params provided by steamvr
Clean up unused shit
Updated Bath Tub FBX Scaling
Resolved incompatibility with $BlendModulateTexture and $detail
Give sk_ally_regen_time a minimum value of 0.01 to avoid division by 0
And subsequent freezes due to infinite loops
Lazily fix props with VortWarp shader crashing when entering water
Don't try to make Application.CursorPosition fractional (fixes not being able to click on stuff on another monitor)
Add Application.CursorDelta to make having a smooth cursor delta easier with a highdpi monitor
Use CursorDelta in SceneEditor first person camera
Test rack item.
More wip.
Cherrypick the backpack assets and fix them up
Fixed error in "Core/Generic" shader
merge from switch_inputs_io_fix
merge from planter_pickup
Fix error when dragging asset into its own folder
Fix duplicating or pasting not keeping child gameobject references properly
Added scene handles
https://files.facepunch.com/garry/a79e07f3-aa0d-45cc-ad3a-c254bfcd8c7b.jpg
Gizmo Sprite shader
Customised gizmo line shader
[pick] new aligned memalloc methods
[pick] CResourceNameGetter refactor
Initial Vulkan update merge
Added GhostSheet cinematic textures
Added custom rack type checks
Added extended options for "Apply Vertex Color" to most standard shaders
merge from graphics_dropdown
If custom rack type, always assume single slot
merge from SubmarineParentFix
merge from vm m249 skinning fix
rocking chair untextured model
Leaderboard backup, run #6581
Reapply changes from ghost_sheet_fixes (move cloth bone controllers to a separate gameobject that is turned on and off via GameObjectLOD instead of turning off the LOD0 mesh entirely)
Don't try to set property in PropertyDescription if it doesn't have a setter
Set a smallish default world size on ProceduralMapRailSimple
Train signals are now entities (but they don't do anything special yet)
Body Enable, Disable, IsEnabled
Merge Main -> Experimental