253,597 Commits over 3,990 Days - 2.65cph!
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Move Rank/Leaderboard config to meta, GameConfiguration is dead 🙌
Updated libsteam_api.so !release
Ignore compiled files
Delete stuff that shouldn't be uploaded
Update .addon
Update .addon
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merge from brick building
Added sky and post processing volume
Update datacore_reception.vmap
Added .lod and .vpk to ignore
Added Lights + probes to North Hall & Reception
ComboBox/EnumBox can have tooltips/descriptions
Move MapSelect stuff to meta
Fixed possible exception when parsing depth levels !release
Better handling for empty remote storage files
Fixed some missing fields in sentry events !release
Move Undo/Redo to EditorPlayer
Import completed stages from legacy version
Fixed possible NRE when reading remote storage files !release
Split north hall + reception into prefabs
Initial commit - Floor plan
When a datasource bind errors, tell us which one
Panel binding properties don't need a [Property]
Server button resolve map name
Local addons can store metadata in their config
Include local metadata when uploading addon
MinPlayers/MaxPlayers in meta
Remove GameConfiguration.MinPlayers, MaxPlayers
Package.Meta will use local addon if available
EnumBox handles int and JsonElement
Move GameConfiguration.NetworkType to addon meta
Remove DotaMaxTrees
Load managed GameData after engine fgd is read, copy native engine entities to our managed lists and then mirror our managed game classes back to native
Remove cur spv
Set buffer data
Create attributes & start binding our buffers
Strip out TLAS & BLAS, we dont want hw specific specs
Get a render device initialized
Get rid of vk rt init
Switch scene buffers to structured buffers and const buffers
Add some more termination points to compound
Added zipline termination points to all fishing villages (added to scene as nested prefabs in case of merge issues)
Hooking up nodes to group node input now works
Save input connection map for group node
Generate a unique id for connection proxy output
Do the same for output node
Add util for saving/loading hash table but direct value instead of ptr value (annoying, why can't the schema shit just handle hash tables?)
Save input connection for connection proxy items
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Merge from powerline_zipline
Reduce collision sweep size to help land on destination platform more safely
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Removed some unused code from PlayerWalkMovement
Merge from spraycan_merge2
Fix graphics random write targets not being cleared after spraying, causing rendering issues after using the spraycan
Rename ianimgroup to igroupanimnode
Auto create group input/output nodes when creating group node
Hook up group node input/output node IDs
Create group node child/parent plugs using their input/output nodes
Merge Main -> Rail Network
Add some more line of sight checks to more accurately check for collisions along the line with slack applied
Updated PostProcessBuild
Updated steam upload scripts !release
Add zipline prefabs to excavator and airfield
Merge from powerline_zipline (stomping changes to excavator and airfield scenes from powerlines, will reapply with new prefabs)
A different fix for the double-up mount interaction options when interacting with modular car modules. Removed the Menu_Mount override in BaseVehicleModule, and told RPC_WantsMount to look up the chain if the interactee isn't directly mountable itself. Changed Menu_Mount to not be virtual, as it looks like any override will cause an interaction double-up.
Updated libsteam_api.so !release
Move all monument ziplines out into their own prefab (_ziplines asset next to scene)
Slightly tweaked biome postprocess profiles / unified black levels across all biomes to prevent them from being crushed in dark areas / slightly lowered gamma to compensate