130,369 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Prevent deploables placed ontop of rugs on tugboats from parenting to the rug. Ensure they parent to the boat instead
                
                
                
                
             
         
        
            
            
            
                
                Fixed bag opening modal nre
                
                
                
                
             
         
        
            
            
            
                
                Skin viewer: Added and tweaked riot helmet, coffee can helmet, miner hat, facemask, metal chestplate, horse and chicken costume
                
                
                
                
             
         
        
            
            
            
                
                Updated blend material on rugs
                
                
                
                
             
         
        
            
            
            
                
                Cleanups from main
Fixed Hacked Rollermine not respecting ignore players flag
Fixed env_fog_controller.SetColorHDR not working due to extra space char
Fixed that one HL2 map having weird fog when coming out of the tunnel
Ship Episode 2 override of barricade001a.mdl with fixed physics mesh
kickid supports SteamID64
Reduce CEF logging severity to default (from verbose)
Minor cleanup
Remove MAX_TEXLIGHTS limit from VRAD
Update prop water level calculation
More accurate water level for props, so props half submerged are no longer considered fully submerged.
Explosion code now updates the water level before checking, so RPGs can properly explode floating props now
Increase physgun_maxrange maximum value to 32k
Fixed a crash with  CLuaInterface::IsType
                
                
                
                
             
         
        
        
            
            
            
                
                Update: forgot to save BaseRaidBenchmark scene with the changes
Tests: none, trivial change
                
                
                
                
             
         
        
            
            
            
                
                Premium modal styling updates
                
                
                
                
             
         
        
            
            
            
                
                Update: BaseRaidBench - add support for spawning a random base from a list
Tests: ran the scene
                
                
                
                
             
         
        
            
            
            
                
                Fix compile error
Update filesystem_init.cpp
Fixed a crash with  CLuaInterface::IsType
                
                
                
                
             
         
        
        
            
            
            
                
                Fix stability stat sometimes not showing up when looking at building blocks with a hammer
                
                
                
                
             
         
        
            
            
            
                
                Fix rugs breaking on Tugboats when picking up a deployable on top of them
                
                
                
                
             
         
        
        
            
            
            
                
                oil rig foot collision, lods
                
                
                
                
             
         
        
            
            
            
                
                Skin viewer: Added a new setting to rotate the item when entering full screen mode, looks cooler
Tweaked most guns 
Added frog boots and clatter helmet items
                
                
                
                
             
         
        
            
            
            
                
                Update: DemoBuildingsViewer - add ability to export as a merged base
Tests: exported 3 bases from staging demo as 1
                
                
                
                
             
         
        
            
            
            
                
                Merge from lightup_hazmat_codelock_pips
                
                
                
                
             
         
        
            
            
            
                
                merge from iconrenderer_improvements_batch -> main
                
                
                
                
             
         
        
            
            
            
                
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                Fix some remaining doors and non-prefab entities
S2P bandit camp, ranch, large barn
                
                
                
                
             
         
        
        
            
            
            
                
                toolbar_compile_simulator -> main
                
                
                
                
             
         
        
            
            
            
                
                Fixed items with no skins loading indefinetely
                
                
                
                
             
         
        
        
            
            
            
                
                Keep track of all 3 compile target states and parse it that way (only show green if all 3 pass, red if one fails)
                
                
                
                
             
         
        
            
            
            
                
                Update: DemoBuildingsViewer - can load multiple bases in a scene
Exports them separately, for now.
Tests: loaded top 20 bases from staging demo
                
                
                
                
             
         
        
            
            
            
                
                fish crate model, textures, prefabs
more set dressing on ship
                
                
                
                
             
         
        
            
            
            
                
                Added toggles to turn culling stages on and off
                
                
                
                
             
         
        
            
            
            
                
                Tweaked settings dropdown padding
Moved FPS counter option in UI category
                
                
                
                
             
         
        
            
            
            
                
                SkinViewer scene added to bundles
                
                
                
                
             
         
        
            
            
            
                
                fix heliFX method compile location server -> shared
                
                
                
                
             
         
        
            
            
            
                
                Fix UIDialogs not working when using asset scenes
                
                
                
                
             
         
        
            
            
            
                
                Added a toolbar button for the compile simulator (shows most recent state)
                
                
                
                
             
         
        
            
            
            
                
                Added Rust Render Pipeline package contents
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: DemoBuildingsViewer - spawn TOD prefab to allow digital clock to work
Otherwise it NREed
Tests: loaded base 3839 from staging demo
                
                
                
                
             
         
        
            
            
            
                
                Skin viewer loading indicator
                
                
                
                
             
         
        
            
            
            
                
                Changed the Rust Render Pipeline package to a custom rather than git based package as not everyone will have SSH or git credentials set up
                
                
                
                
             
         
        
            
            
            
                
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                Bugfix: DemoBuildingsViewer - prevent attribute accumulation that leads to skin duplication
Tests: loaded up the largest base from staging demo
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: DemoBuildingViewer - fix building block skin spawning in the wrong location
Discovered that there's a new bug with duplicating skins on succesful scene opens
Tests: spawned the largest base from staging
                
                
                
                
             
         
        
            
            
            
                
                Add Ians new rotation script, update automated render script
                
                
                
                
             
         
        
            
            
            
                
                Add new scientists to large oilrig, setup their zones, add debug draw for zone appartenance, create custom editor to edit zones instead of manually entering extents
                
                
                
                
             
         
        
            
            
            
                
                remove twitch drops and weekly skin old files
                
                
                
                
             
         
        
            
            
            
                
                clarified water trace setup
                
                
                
                
             
         
        
        
            
            
            
                
                Gather trace commands in a job, requires copying some data into a native container first but it's still twice as fast overall
Test: projectile tests all still passing
                
                
                
                
             
         
        
            
            
            
                
                snapping_improvements_3 -> main
                
                
                
                
             
         
        
            
            
            
                
                General snapping changes to computer station and rivals desk