253,545 Commits over 3,990 Days - 2.65cph!
Merge from rail_network (just baseline, leaving out branching / side rails for now)
Road tint consistency fixes
Mountain road polish/fixes
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Updated steamworks dlls
Fixed Facepunch.Integration
PluginData fixes
Removed RconManager
Updated Facepunch.Steamworks
Part way through fixing Steamworks ServiceProvider
Updated Facepunch.Steamworks
Finished fixing Steamworks ServiceProvider
Updated Facepunch.Steamworks
Misc remaining fixes
Updated Facepunch.Steamworks
Fixes from testing
Fixed fetching usernames / avatars
Updated Facepunch.Steamworks
Fixed legacy shared file downloads
Don't list replays in the workshop menu
Fixed game constantly pausing
Working on using Switch UI proportions on Steam Deck
Fixed global around user leaderboard fetching
Removed missing component
Updated Facepunch.Steamworks
Show floating text input on steam deck on comment input select
Default to controller input on steam deck !skip-replay-tests
Fixed Facepunch.Steamworks dll meta !skip-replay-tests
Disabled Win32 builds for now
Updated Facepunch.Integration.Runtime.asmdef !skip-replay-tests
Updated Jenkinsfile !skip-replay-tests
Possible fix for win32 builds !skip-replay-tests
leaderboard admin tweaks
Hacky fix for leaderboard upload !skip-replay-tests
Fixed global top leaderboard fetching !skip-replay-tests
Add some more mix-blend-mode, fix lighten colors (but this breaks alpha), someone smarter have a look, I don't see how we can do this with just DX11 blend states we likely need to do software blending in the shader.
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Airfield increased view distance of exterior fill lights
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office chair - adjusted shading of gibs
traffic cone - adjusted gib location
Merge branch 'master' of sbox
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NetRead Asset is supported
Add node to graph node list on copy paste
Updated bones script (auto root bone) and greybox scene
Track ore nodes being harvested (include tool type as well)
Track tree kills (by weapon type)
Start of rail slide mechanic
Don't bother getting the node manager from path entry now
Don't go back to home on animgraph change due to an undo
Animgraph can now get and find nodes across any group
Categorize GunTrap
Fixed npc deaths being logged as player deaths
Refactor death stat to recognize per weapon auto turret deaths (eg. player was killed by an auto turret with an mp5)
Always go through the node manager to copy paste nodes from buffer
Always go through the node manager to add/remove nodes and connections
Remove animgraph clear, this isn't actually used
Graph binding init nodes gets nodes from id through the context
Node ids are unique to the graph, not the node manager
Track all items that are consumed by players
Fix shark categorize string for analytics
Sharks are now considered NPC's
Record deaths via NPC as a sub category so we can differentiate players dying from weapons (ie. getting killed by an mp5 wielded by a player or a scientist)
Removed the the map snowmobile
Merge Main -> MagnetCraneUpdates
Cleanup
Give graph context access to the node manager
Give group anim node its own graph context so nodes always know who their node manager is
Move custom demo systems to a new partial script to reduce conflicts when merging from main
Removed orphan DebugEx timer
Enabled saving on y temp train and carriage entities
Make sure the wheels start at zero rotation
Update changed wheel bogie positions when received even if the train is off
Fix rear bogie jitter from using world instead of local rotation
Added missing time parameter info
Smoothed out train bogie rotation using the new generic interpolator
Merge Main -> Rail Network
Try reducing magnet crane interp snapshot count from 32 to 8
Create empty graph by default on startup
Merge Main -> rail_network
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