124,047 Commits over 4,171 Days - 1.24cph!
Added input.ads_sensitivity to control mouse sensitivity while aiming
ADS sensitivity is a multiplier on the base sensitivity. eg. 0.5 base sensitivity with 0.5 ads sensitivity = 0.25 sensitivity while aiming
Exposed in options menu
Fix occupied icon showing up while on horse
Ocean mesh setup, rendering in scene view.
Fixed NRE during loading screen when loading demos without the matching map file
Added a search filter to the player list
Adjusted layout
Added refresh buttons to all fields in admin UI
Show convar help descriptions as tooltips (where possible)
Fixed issue where binding a key to nothing wouldn't save that bind if the key was in the default keys
Now binds keys to "no_input" when clearing a bind which does nothing
MLRS map UI to show min and max rocket range. Areas outside the available range have a red tint
Fixed not being able to update convars with spaces in the value
Expose starting selection of server convars
Added cinematic tracking marker prefabs for map makers (2 variants)
Running a dedicated server should no longer change graphics settings for clients on the same machine
Automatically self authorize when placing an auto turret
Airburst and various other fx files.
Scene backup.
Picture icons for inventory paintings
Sign panel styling
Fix underwear picker NRE in inventory
Remove old unused dance animation
Added an extra fallback to try and stop dance animation layers staying active after a gesture has ended
Hide eyePositionOverride and eyeCenterOverride in vehicle inspector. They're unused since vehicles always mount the player in a separate seat mountable.
Fixed cargo ship layouts still causing antihack trouble after my previous fix
Plywood walls set models and prefabs
Military hangar models and prefabs
Tank tread mud splatter files
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Fixed incorrect prefab ID on ScientistNPC_Cargo_Turret_Any
Add support for kicking and banning players via UI
Add support for modifying convars via UI
Fixed VehicleLight setup on camper module
MLRS calculates projectile min and max range (based on angle limits and projectile velocity)
Removed radius marker image
UIRing. Draws a custom 2D UI element based on two defined radii.
UIInvertedMaskImage. A UI image variant that uses the inverse of a UI mask.
The sign painting editor will now remember the last camera rotation when opening another sign
Increased spot light in sign painting screen angle (50->100) so large paintable surfaces like banners and huge signs are fully lit when being painted
Added a time delay when entering the saved key code (0.25s per input, 1s total)
Refactored PhotoEntity and moved it's image loading processes into a new ImageStorageEntity
PhotoEntity and SignContent now derive from ImageStorageEntity (so both have the ability to load saved images for displaying in the UI)
Can now see the painting on a sign when it's selected in the inventory
Signs, picture frames and neon signs can be stacked up to 5
Can't stack if they have saved data
Show an icon on a sign in the inventory that has stored data