243,392 Commits over 3,898 Days - 2.60cph!
Hierarchy tree doesn't swallow shortcuts when focused
Allow widgets to intercept/override shortcuts
Console output ignores shortcuts when selected/focused (copy works again)
Can jump to items in the asset list by typing the name
Leaderboard backup, run #7780
Increase height of line of sight check (was 0.5m, now 1m)
Makes splashing more likely to clear half walls
Planters now need a line of sight clear of construction when being splashed by a WaterBall (buckets, jugs, etc)
Fixes planters on the floor above getting watered when splashing a planter on a lower floor
Additional savings on Rust/Standard variants
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Merge Main -> ServerSideRagdolls
- Disable ragdoll parenting in scrap heli, behaviour seems a little better overall this way. Also matches dropped item behaviour.
- Adjust scrap heli prevent movement colliders.
Remove desktop.ini files added in
90510 (Alistair pls)
Fix missing world model outline on vampire stake
Merge ServerSideRagdolls -> main
New PreventMovement colliders for submarines. These occupy a niche between the big chunky world colliders for physics and the very detailed colliders for bullets, helping with player, dropped item, and ragdoll physics interactions.
Add DDraw.hideDdrawDuringDemo, hides all Ddraws during demo playback
Texture update for kickstool
Update kickstool texture
kickstool asset
vmdl and vmat setup alongside fbx and textures
Merge from oil_rig_radiation -> sav244
Unify Two Lobe Specular and normal Specular
Enable Prevent Movement layer collision when server-side ragdolls are enabled
Run Scene2Prefab on both oil rigs
Confetti collision trickery to deal with interior blasts
Barrel cover goes away for X seconds after firing
Set large oil rig radiation falloff to 40% instead
Add option for radiation triggers to bypass armor and apply a set amount of rads
Change radiation from 100 -> 2 / sec but bypass whatever armor you wear
Set radiation radius to 120 with 50% falloff to give trickle radiation as you approach & ample time to turn away
twitch rivals decal prefab
textures updated, materials updated
Merge main -> ServerSideRagdolls
Fix UI behind the sign paint UI still being somewhat interactable
Fix performance regression when painting high res signs like the XXL one
Temporarily disabled procedural instancing to fix particles using regular shaders (this breaks global rendering @Jake_Rich)
Update component template to match new API
Fix ComponentList not updating
Fix undo breaking with too much depth
minor cleanups
util.SetPData transition to SteamID64
Fixed metal/spec scaling and fallback behaviour on material inspector
Update the skinned meshes in order when parented
Fix undo json max depth
Change all the blue lights to amber lights
Ensured water catcher and refinery retain the same protection values.
Ignore these ikchain scale asserts
Allow more Json depth
EditorBrowsable attr for WrapStaticMethod. Throw inside FindMethodIndex etc
Build method index cache over time
Fix invalid method usage
Can send message directly to connection id and if necessary route through server and wrap in a TargetedMessage
Show loading screen when loading scene