198,653 Commits over 4,140 Days - 2.00cph!
merge from /main/nametag_clipping_fix
Add a null check to query vis job runner to prevent crashes on disconnect.
Add editor preference setting to generate Client and Server project files.
Edit -> Preferences -> Facepunch -> Project Generation
Skin viewer: wellipets hat, rocket launchers, bandana
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 rugs breaking on Tugboats when picking up a deployable on top of them
Fix stability stat sometimes not showing up when looking at building blocks with a hammer
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
▆▇▆▍█ ▆▊▇▍▉▄▍ █▉▇▇█▍█▅ █▅▇ ███ █▇▊█▍
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
Tweaked settings dropdown padding
Moved FPS counter option in UI category
Added toggles to turn culling stages on and off
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
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
Skin viewer loading indicator
Bugfix: DemoBuildingsViewer - spawn TOD prefab to allow digital clock to work
Otherwise it NREed
Tests: loaded base 3839 from staging demo
▉▄▋▄▋ ▌▄▇█ ▅█▄▆_▍▋▌▊▊_▋▇▋▆▊▊▊██
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