121,455 Commits over 4,048 Days - 1.25cph!
Merge from adminpanel_ugc
Fixed tooltip on delete button persisting after content is deleted
UGC admin browser now shows photos made from the instant camera
Call UpdateFullFlag when adding or removing modules from a modular car as well
Redone brick and plaster textures
Show "Custom Map" in browser for all custom maps
Prioritize queries to servers currently on screen, use cache as datasource for officials
Call UpdateFullFlag for the vehicle when a BaseMountable is mounted or dismounted
This was already the intention but BaseVehicle's PlayerMounted and PlayerDismounted are not called when restoring mounts from a save
Fixed post process ordering
Much cleaner / simpler way of fixing jitter
Merge from inventory_idle
Fixed canvas oversize for inventory UI
Unsaved anim & controller changes
Fix error when picking up a photo frame with edit history
Merge from adminpanel_ugc
Added a UI timer to communicate how long it takes to pack up the parachute
First pass on a timed process for packing up the parachute after landing
Check the true max loot amount of the wagon's ore type when unloading into the hopper, and make that the hopper's 100% full look
Merge from physical_camera_convar
Rename showDemoCamInfo to showCamInfo
Fixed camera info convar not turning back on when re-entering camera mode
Unparent entities which are not a part of the transfer so they don't get killed when the transfer succeeds
Don't allow mount/dismount when the entity is being transferred
Don't repeat the same idle twice
Expanded width of player preview canvas
Head rotation adjustment on idle_c
Randomise blend tree instead, expose max value
Add PlayerIdleAnimationRandomiser to randomly switch between the new preview idles
Minor tweak to base animation
Fixed trains not being able to pass the road crossings at Trainyard. Trainyard S2P. Track spline data regen.
Updated idles and anim controller
Initial flow of deploying, landing, restoring to inventory
Fix island billboards rendering on the wrong side of the map (or in the terrain) when the draw distance is low
Ore hoper fill animation working. Needs some cleanup
Brickwall_b texture and variants
Tweaked brickwall_c diffuse
Brickwall material update
Add an option to MapImageRenderer to render maps with alpha
Area covered by ocean margin will fade to transparent when rendering with alpha
Render maps with alpha when uploading to the nexus