241,471 Commits over 3,867 Days - 2.60cph!
Package updates
Fix NavigateTo exception
Recompile all core shaders spirv only ( 107m on an 12900kf ;0 )
Fix exceptions in package list
Package browser generates urls, history
merge from research_bench_nre
merge from analytics_held_items
Bring back package browsing
resize the main window to the size of the buffer in tools mode in vulkan, fixes swapchain being created the wrong size
merge from ferry_terminal
resize the main window to the size of the buffer in tools mode in vulkan, fixes swapchain being created the wrong size
Removed unused high res media textures
Leaderboard backup, run #3697
Update first_person_arms_punching.vanmgrph_c
Add `InstancedRenderComponent` to manually configure renderers used for instanced rendering
Keep automatic conversion for building blocks
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A corpse init order that works for both client and server-side ragdolls, but this is very weird and needs investigating further
Fix label's size, use self now that it's not a child
WakeDisturbance iteration
Merge from ferry_terminal
Rhib polish pass.
Fixed water disturbance mask being all whack and massive.
[pick] I dunno where this should belong, but it really shouldn't be core
[pick] vr_lighting uninitalized var warning fixes
Re-enable our IMalloc passthrough for DXC, improves our build times on many threads
Reuse the DxcCompiler instance for preprocessing and compiling in the same thread
Revert to slightly older dxc until #5270 is resolved
More boat conversions & FX simplifications.
Set hostname when creating a game from menu
Minor edit, don't need to use euler here
Fix timer text alignment
Brake default to shift
Fix missing materials in leaderboard posts and checkpoints
Fixed StatBars not updating correctly
Fix up stylesheet paths
Add input action to open chat
Fit edit/delete button icons in input actions page
Don't call SetupRigidBody if the corpse is the rigidbody
PlayerBonePositionData now supports loading bone position data from any specific point in any animation. Updated current data.
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Send simple network updates when flags, building grade or conditional models (modelstate) changes
Add `global building block` field to baseEntity to manually mark entities for cut down global networking
Set high walls & barricades as global
Working towards new way of networking 3D SDF worlds
Set forward for scrape particles to contact normal