241,430 Commits over 3,867 Days - 2.60cph!
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take tickrate stuff out of serverconfig
recoloured lorrr_trailer unique albedo to match new darker white colour, changed trim_orange material to reflect this too, changed interior collision to allow player to get to the front of interior, added shadow casters for interior
item flying, chest sfx
camera bottom tweak, etc
blinking spitter
Shader fixes & compile for Vulkan
Fix server applying double input to itself. Alter reconcile lerp speed. Add proper pings, calculate latency from average time of last 5 pings
Added walls behind tugboat staircases leading to the control cabin
Fixed missing geometry under the staircase
Batch publish (#1138)
* Batch Publish available on right clicking content projects when they have an org set
* Can multi-select addons in asset browser to change publish status of multiple assets
* CRC calculations happen in thread (less editor hitching when publishing)
* Add Label.OpenExternalLinks (default to true)
* Add BaseItemWidget.ItemsSelected event
* Add AssetList.OnAssetsHighlight event
* Add Checkbox.TriState
Fixed DudTimedExplosive briefly switching to world origin positon + network group when becoming dud
Fixed NRE edge case when TransformUtil.GetGroundInfo hit the ocean
Delete old AddonManifest, AddonUpload
Add Checkbox.TriState
Asset multi-select toggle publish status
Fixed player no longer parenting to tugboat
Add Label.OpenExternalLinks (default to true)
BatchPublish header
Add BaseItemWidget.ItemsSelected event
Add AssetList.OnAssetsHighlight event
Formalize asset publishing into Asset.Publishing, show party icon if published
Get rid of the description etc page on asset upload
Teaked the material color values of the trailer lorry
Rename "rock" emoji to "heartrock" so it doesn't clash with the rock item
Added a couple of concrete blocks to tugboat to block visuals where there's already a collider
Added a new ObbComponent, adds an easy way to expose a local space OBB with gizmos for setup
Added an AlternativePipeBounds OBBComponent field on BuildingBlock, allows us the option to define a different set of bounds to use for the pipe intersection test so we don't have to modify building block bounds
Added alternative bounds to both roof pieces, fixes pipes placed under roofs getting incorrectly deleted due to the large bounds on roof blocks
Fixed up other vehicles that also had identically-named collider objects
Add rgb -> hsv and hsv -> rgb nodes
Fixed water pumps not deploying in rivers
Fixed more duplicate bone names no Tugboat
Added an editor-only warning in Model.cs for bones without unique names. Now in the future instead of spending an hour tracking down why decals are in the wrong place and eventually discovering it's duplicate bone names, I'll be able to spend an hour tracking down why decals are in the wrong place and then finally remember to look for this warning.
Include functions in vertex shader too
ShaderGraph: Allow compiler to insert functions into generated code
Use result function for blend node
Delete blendmodes.hlsl (yuck)
Fixed two GameObjects in the Tugboat collider set both being called "Misc" causing bullet decals to show up in an offset position due to the bone ID finder selecting a different bone than the initially hit bone when re-converting the local space hit point to world space.
Speculative NRE fix for NVG camera issue, wasn't able to reproduce in the editor for a proper stack trace
Re-enabled world item parenting on tugboat. Having it off seems to cause more problems than it solves - we can tackle items falling through the boat a different way.
Don't parent NPC players to tugboat
Switched Tugboat to use Continuous Speculative collision instead of Continuous Dynamic. This seems to get less confused by Cargo Ship's weird non-physics collisions, since it's made to handle kinematic situations.
Increased depth of Cargo bow trigger and modified TriggerVehiclePush again
Apply seamless cubemap hack from VDC
Fixed cargo ship not pushing tugboat well with its bow wave push trigger
ShaderGraph, default input to zero for unary nodes when input is missing so errors don't get triggered
ShaderGraph: Add round node
updated Abyss metal hatchet ao so some barnacles aren't so dark
ShaderGraph: Rewrite Remap node so it's actually readable
Add AccurateMilliseconds to UniversalTime
Fix Network.ServerTime, add Ping + Ready messages. Don't create entity if already exists
Player.IsValid
SyncString + fix SyncPlayer nre
Fix input + state update intervals. Only allow public State/InputAttr properties
Save .shader instead of .shader_c in material