244,583 Commits over 3,898 Days - 2.61cph!
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added materials
Added concrete_damaged + concrete_cast_hs_02 + concrete_wall_bare_02 materials
Added rebar material
https://files.facepunch.com/jason/1b0511b1/opera_xJNKVvsSjy.png
Rename test class to CalcTests, clean up
Check if length unit is expression & evaluate on demand
Tests & support for invalid syntax, constants (e, pi, nan), scaling percentages
Remove token count check, will need to re-think this validation later
Fixed detail tint randomization when mesh batching is enabled
Update obsolete event attributes
Update obsolete event attributes
Update all obsoletes and run a trace to ensure dropped flag doesn't clip through anything
Make the award UI far less obnoxious and fit a little better with the general UI
Fix vertical position of Station List
Fix alignment of Station Hud markers
Smaller flag indicator
When flag is carried by a player, put it higher up so it doesn't obscure them as much. Make flag hit playerclip, solid, world when falling
Reset death count on match end, fixes #62
Half the damage of the Longshot, headshot will do 700, anywhere else 350
Added a system where loadouts can determine availability in % based on players on the server. Players can't select a loadout if there's too many people with it. Fixes #63
Added proper binds for Melee, Spot, Drop, and Ability
Add a prhase to fix load ammo text display
Linux server build steam_appid.txt part 2
First batch of fixes to texel density view
Linux server build steam_appid.txt
Remove unused CreateWorld arguments
Update global_networked_bases/2021
Set multidraw convar enabled by default (regardless of unity version to fix default value)
Add bool `IsMultidrawEnabled` and return false in 2019
Remove reflection probe from triangle container floor (making it look like stone)
Simplify MapLoader, reduce mentions of Entities
Updated textures of the microwave model
merge from homing missile launcher
Updated homing missile reloadTime
Create a new camera on reset gamemenu env
Fixed calculation of virtual cursor position
merge from global_networked_bases
Fix (Rotation / Vector2 / Vector3).Random
Also add Vector2.RandomCircle, Vector2.RandomDisk, Vector3.RandomSphere, Vector3.RandomBall, Random.Gaussian
Obsolete old VectorX.Random properties, add extensions to System.Random
Random.FromSphere( Sphere ), Random.FromBall( Sphere )
Un-obsolete Rotation.Random, fix Angles.Random
Get rid of "Unit" in random extensions, replace "From" with "Inside"
Random.Rotation() / Random.Angles() documentation fix
InsideSphere -> VectorInSphere etc
Add `extents` parameter to VectorInCube / VectorInSquare
Vector2/3.Random is now inside a unit circle / sphere
Fix (Rotation / Vector2 / Vector3).Random
Also add Vector2.RandomCircle, Vector2.RandomDisk, Vector3.RandomSphere, Vector3.RandomBall, Random.Gaussian
Obsolete old VectorX.Random properties, add extensions to System.Random
Random.FromSphere( Sphere ), Random.FromBall( Sphere )
Un-obsolete Rotation.Random, fix Angles.Random
Get rid of "Unit" in random extensions, replace "From" with "Inside"
Random.Rotation() / Random.Angles() documentation fix
InsideSphere -> VectorInSphere etc
Add `extents` parameter to VectorInCube / VectorInSquare
Vector2/3.Random is now inside a unit circle / sphere
Add comment in Rotation.Angles() for whoever comes to fix that bug
Support ortho views again
cityhall building greybox
basic rooftop dressing to figure out layout around helipad
Remove unused
Remove unused
remove unused
merge from HomingMissileLauncher
merge from Attack Helicopter
update homing missile launcher override controller with correct idle stand animation linked
Add basic working virtual cursor using PanelInput.UpdateMouse
Don't revert back to PanelTraversalSystem if analog is empty
Refactor so we can switch between panel traversal and virtual cursor based on input
Start drafting out UI navigation with controller, by traversing panels
scaled down missile on homing missile launcher anims to 0.01 rather than 0.1 to hide it better when not in use
Merge attackhelicopter_emissive_uv1 -> Attack Helicopter
Since normal rockets are no longer allowed, fixcars 3 now loads incendiary rockets instead of basic
Minor wording change to the attack heli storage loot UI
Can no longer load normal rockets into attack heli - only HV or incendiary
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New rocket/flare storage UI design and setup
merge from Attack Helicopter