241,171 Commits over 3,867 Days - 2.60cph!
Remove pointer-events from some elements
Changed icon for lobby owner
Store team scores and per-player score in match data
Add MatchModal.GetData with fallback
Order player entries by score descending
More entering network range checks
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Potential ClientOnPlayerMounted NRE fix
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Show game version in GameServerFrame
New icons, new main menu bg image
Size, collision, sockets, deploy updates
Update placement collider and cell counts to match new art
updated large wide weapon rack to fit on a 1x1
Fixed light passthrough labels
snaker wip
snaker targeting
evil chest traps
snaker shoots
event minutes
ShouldShowStatsOnRestart
Leaderboard backup, run #5382
Potential tool cupboard UI relayout, remove need to switch to tool category, add extra slot, allow spray can in tools
Converted T3 Workbench to all convex colliders.
Made some very temp placeholder changes to the unpacked parachute model
Reparent the parachute animator to spine2 while the player has a weapon equipped and is in the parachute, prevents the parachute canopy moving as the player aims
Converted T2 Workbench to all convex colliders. Metal components now also correctly respond as metal.
Converted T1 Workbench to all convex colliders.
Converted Table to all convex colliders. The two metal legs also now correctly respond as metal.
Converted Sofa to all convex colliders.
Apply damage to the player when the parachute is destroyed due to a collision based on the collision force
Regular landings with a full health parachute incur no damage, falling at maximum possible speed on a parachute with 1 health will incur 50 damage
Converted Shelves to all convex colliders.
Fixed extra collider on deployable chair
Converted Research Table to all convex colliders. Shooting the magnifying glass also produces glass particles now.
Converted locker to all convex colliders.
Converted Furnace to all convex colliders.
Converted fridge to all convex colliders. Collider now also includes the door area, since the deployed fridge door is always closed.
First pass on parachute falling faster and becoming harder to control as it takes damage
Converted Chair to all convex colliders. Fixed chair collision not quite matching chair scale.
vfx_vulkan: compile rtx shaders as lib_6_4 targeting vulkan 1.2 environment
Enable DirectXShaderCompiler validation for raytracing shaders
Shader defines for VFX_PROGRAM_RTX
IMaterialMode::GetRayTraceShader
vfx support RaytracingAccelerationStructure
Fix SamplerComparisonState not mapping to the right enum
Can create RENDER_RAYTRACING_SHADER
Setup "RayTrace" mode when the render hardware supports it
Update the players wear container capacity if loading a save from an earlier version
Merge from airpatch_media
Add some temporary LODs to the parachute so it renders from a distance
Increase hits required to take down a parachute - now around 15 rifle shots
Increase size of parachute hitbox and fixed some misaligned boxes
Add RootPanel.RenderManual, this gives more flexibility to where UI is rendered, to texture for example
Seal up ScenePanelObject