241,381 Commits over 3,867 Days - 2.60cph!
Set up more deployable guides, fixed some issues with deployment tracking
Reduced the effect of gravity on trains to 50% of a realistic value (instead of 100%). Allows locomotive to get up the new steep tunnel slopes
WIP second stage build mission
Raised locomotive collision triggers, to let it handle the new steep slopes
Fixed CompassUI constant complaining in scenes with no terrain
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Fixed jumping on the very top of the tugboat unparenting the player
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Building guides can now be activated for specific missions
Although culling is completely incorrect, it writes to IndirectArgs correctly inside the computeshader & renders some parts of the base correct
v_usp: fix reload's left hand having a bit of jank if you fired & reloaded immediately
FPArms: include the hand_*_to_weapon_IKrule bones in the "X arm only" weightlists
Conversations can now be marked as non-cancellable, hides the close button on the conversation UI (always show in the editor for faster testing)
Can now toggle whether a mission can be abandoned, disables the Abandon button in the inventory mission UI
Add debug.completeMission
Add debug.completemissionstage will complete the first non-completed stage if no argument is provided, otherwise you can pass an index to complete a specific objective
Checkin before I break anything
Update translations and items
Enable clans in all builds
Version bump
foliage shader: transmissive features (transmissive in general seems fucked though, one for sam though)
Use AssetPool for industrial pipe meshes
If -project was already added but inactive, make it active
Stop opening cloud menu for -project launched games
ComputeShader use Material.FromShader, support using resource paths e.g new ComputeShader( "shaders/cs_compress.shader" );
Don't call Environment.Exit on ProcessExit, but make sure we still flush managed SentrySdk just before TerminateProcess
Loading indicator for clan page instead of just claiming the player isn't in a clan until it loads
Show error message on clan page instead of saying there's no clan
Add a new 'not supported' error message for features the paired server doesn't support yet
6P orientation debug ball is motion blended.
Merge Attack Helicopter -> Aux2
Fixed attack heli turret gun not getting correct location when not in listen server mode, just needed manifest rebuild
Setup model viseme data and phoneme mapping from model keyvalues
Drive faceposer with model viseme data while we have this tool
Update mouth state
Apply visemes to baseanimating with game weights
Flex overrides takes priority over game weights
Add phoneme mapping to model metadata so it doesn't have to be hardcoded in engine
Update bagassignmode 'team' value to also include players from the same clan
More 6P smoke iteration/studying
Dark mode for loading screen depending on system theme for x64 (#1994)
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Hide the crafting notice in the vitals area when disconnecting from a server
Merge pull requests
* Added Versus Saxton Hale map category
* Fixed Malformed CSS Comments
* Replaced timer.Destroy (deprecated) with timer.Remove
* Added duplicator.Disallow
* Added DPanPanel
* Added math.CHSpline
Move util.CHSpline to math library
Prevent concommands appearing in server settings
DPanPanel code style fixes & bug fix
Fixed "get it all top-left" causing issues with one of my examples in the Pull Request #1197
Add math.CHSpline (#1294)
* Add CHSpline
Similar the Lerp and BSpline functions, however it allows you to set the starting and ending tangents. Works with integers and vectors, might work with angles.
* Changed tangents t0 and t1 to m0 and m1
Hopefully this makes it less confusing to people that haven't studied this before.
Tweaked 6point particle shader transmission behaviour
Made everything a bit less error spammy