242,830 Commits over 3,867 Days - 2.62cph!
Fix blocked servers always doing a wildcard match, now aligns with the logic used for banned servers
compound scene changes (platforms placement)
Updated player remains model/lods + prefab update
Updated player remains material (still wip)
Don't add inactive projects to filesystem
Setup shovel for all weapon racks.
Setup metal detector for frontier DLC single item wall racks
Added option to have map button as toggle instead of hold
Don't get fucked by removed projects
Fix static property nodes if both get and set are available
Block equipping a backpack inside a safezone when the backpack you are wearing has items inside it
This prevents the backpack being accidently dropped inside a safezone when equipping an empty one
Allow backpacks to be stolen by other players inside safezone (default behavior of dropped items)
Should be safe because backpacks also stay on corpses when you die inside a safezone (please don't die above one)
merge from door_deployment_rotation
Setup MD for regular wall and floor standing racks.
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cny spear admire animation update
Native doesn't automatically mount everything from config/addons.json
Menu shouldn't care about local packages/projects - non-editor doesn't load any of that
Remove JumpList - we can try this again when we have a concrete idea of project workflow
Remove "Content Mode", remove skip start screen - all content should be in a project, so why wouldn't you create/open a project
New Game Project -> New Project - these are workspaces for any content really
AssetSystem: Defer scanning new projects until they've all been added, and fix the counter
Remove Change Project - there's not much sanity in trying to reset the entire engine state when we could simply restart the process
-project command line is part of editor bootstrap not engine
Hacky mark all games as inactive on bootstrap
Consolidate project filesystem logic, call native directly instead of saving json and relying on it reading it
File -> Quit prompts unsaved changes
Dirty editor window title when scene modified, add renderer
Move editor only code out of engine Project class
Make sure we still mount content projects on startup
Support opening non-game projects
Batch rebuild content path / update assetsystem on bootstrap
Update file storage to avoid long timeouts
Set world model object active again.
Remove incorrect weapon rack config for now.
Fixed unwrapping Either with > 8 types
Setup Frontier Hatchet Basic Viewmodel Prefab
Added alpha transitions. They are weirdly broken
Frontier Hatchet Folder Setup
Imported Frontier Hatchet Viewmodel, Materials and Textures
Abstract shared car stuff into a BaseCarComponent
Adding views for Hazmats, Packs and Building Skins
Merge "fixed" large backpack wearable
Updated largeBackpack.wearable
Fix sphere trace hitposition without fucking it up for capsules
Move video processing to queue, so uploaders don't have to wait
Fix crafted backpack replacing equipped backpack / going into backpack slot
Fixed bug preventing no listings from appearing during fill
Disabled pooling temporarily
merge from fishing_ramp_fix
Rename AssetView to AssetPreview
Rename internal AssetPreview to AssetThumbnail
Delete broken legacy particles
New unified asset preview/thumbnail/video system (cleanup)
Size in OnPreRender isn't optional
Add Pixmap.GetPixel
Texture preview
Add Texture.GetSequenceFrameCount, HasAnimatedSequences
Asset thumbnail render is async
NativeRenderingWidget events
Allow preview to tell the renderer whether it's animated (opt out of video)
AssetPreview can be pixmap based
Consolidate
Paint.Target to Paint.ToPixmap, scoped
Fix crash when accessing sound samples
Add timeout to thumbnail rendering
Add timeout when loading SoundFile
Fix warnings
Draw a line if we can't get sound samples
AssetPreviewWidget async wait nicely
Size renderWidget properly