241,421 Commits over 3,867 Days - 2.60cph!
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Adjusting colliders so that the whole canopy now has colliders
Manifest, fixes demo issues
Cache notifies at runtime, no longer need to hook them up to the Wearable component
Added support for clothing to turn off specific meshes if something goes into the back slot
Hooked up on abyss suit as an example, disables oxygen tanks while parachute is equipped
Add new back clothing slot
Update hazmats to allow back pieces to be worn at the same time
Handle thumbnail video hover slightly better
Fixed so doors (and other placeholder entities) will always show default skin outside of network range
Massively simplify render component stripping for instanced prefabs
Revert MaterialReplacement so it still adds to prefabs & strips them out right after for instanced prefabs
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Prefabs updated after removing field
Remove "HideInsideNetworkRange" field
Move "HideInsideNetworkRange" from individual `InstancedMeshFilter` to `InstancedEntityComponent`
Move code to only show instanced rendering outside network range from `PrefabScheduler` to `EntityScheduler`
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Don't show irrelevant options in welcome screen context menus
Set modal properly on ProjectDownload 🤦
"Open Game Project..." -> "Close Game Project"
"Open Menu Screen" option in Game menu
Filter by open-source projects in welcome screen
Project name first in editor window title
Fix black screen when loading into non-existent game projects
Globe/folder button functionality, indicate disabled projects, single-click for project loading, finger cursor
Context menu for cloud packages
Move content mode button to sidebar
Default launcher to sandbox gamemode (if in content mode)
Show "select folder" dialog when cloning cloud project from welcome screen
Add AudioPlayer.GetMetadata
Fix neon sign paintable layers not being transparent in unpainted areas
Disable applyToSkinRenderers for all neon signs to fix frame animations not working
merge from building_skins_3
Codec whitelist
Fix sound streams (and probably other sounds) getting stomped when calling StopSoundEvent with invalid guid, never do this
AssertDbg instead of Assert in MAT_OP_BIND paths, these are meant to be fast paths
Lazy init SceneObject.Attributes since this was allocating CSceneObject::m_pExtraData for all sceneobjects, observable ~0.3ms improvement in generating draw lists
added oil jack belt and metal mesh colliders to pumpjack prefab
Remove some debug logging.
updated pumpjack static prefab
Workshop skins work (but a hacky way)
Recompile materials maybe that'll help... remove +iv_ from tips
LocalProject.CurrentGame is manually set, change ProjectTemplate default description
Make LaunchToolbar play button work again
updated maetrial on lods on pumpjack static prefab
Layout grouped in an optional skin name text field under the weapon name.
WeaponRackInfo UI polish & localization tokens
Spaceship test addon is type "addon"
Rather than disabling new game projects by default, disable existing game projects instead
cl_list_project is ordered, shows active & type
Add test for desired single project behaviour
Fixed a bug where the ceiling in one of the portacabins would disapper on low graphical settings
Some refactor and cleanup
Changed the emissive color and scale of the insturial.wall.lamp.on prefab
fixed brick skin spiral stairs zfight on highlight
setting up pumpjack static prefab and edited oiljack anim controller
Padding roof conditional colliders just in case
Revert zipball change, doesn't work with LFS / submodules :pensive:
Brick Skin Gap in roof conditional
Editor: Use zipball to get rid of git dependency when cloning a project that has a source directory
Switch to our own adx instance
revised 2nd weapon rack texture so it doesn't blend as easily with more rusted weapons
without making it looks whack
set left and right line brick roof conditionals to DeployableVolumeIgnore to allow wall underneath to be built
Fixed inaccurate colliders on L and U stairs brick
Use multiview variant for calculating camera direction