253,239 Commits over 3,990 Days - 2.64cph!
Inventory, Camera, ActiveChild, Carry refactors
Delete ICamera, remove Entity.Camera
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Don't invoke speech recognition callback on rejected speech
Park bin - paint finish adjustments
Merge branch 'master' of sbox
park bin - phys shape refinement
Intruder alarm 1 - col fix
add managed to findflags concommand
Add Input.MotionData - current input device's motion sensors states of absolute rotation, positional acceleration & angular velocity.
Supported devices: Playstation 4/5 Controller, Switch Pro Controller, Steam Controller, Steam Deck.
Add back modeldoc_scene_hud
FPArms: punching right 03 hit update + miss added
Citizen: added debug_rom animation
FPArms: punching left 03 hit+miss
updated prefabs/ textures
Hammer: Call selection NotifySelectionAddRemove regardless of there being no components being added or removed in DispatchSelectionChanges. Fixes issues with undo/redo not updating UI sometimes
Blocking load the override animgraph when it changes, not every time the animgraph instance is created, possible fix for blocking load happening not on main thread
Merge branch 'master' into sceneobject2
Remove older addon provisions
Fixed postfx volumes (nvg issue)
Remove Entity.CanCarry, OnCarryStart, OnCarryDrop
Blocking load the override animgraph when it changes, not every time the animgraph instance is created, possible fix for blocking load happening not on main thread
Stub out the other physics joints
Release transient SceneWorlds on shutdown
Can create new PhysicsWorlds, destroy transient physics worlds on shutdown
Hammer: Call selection NotifySelectionAddRemove regardless of there being no components being added or removed in DispatchSelectionChanges. Fixes issues with undo/redo not updating UI sometimes
Remove GameGlue.HasLiquidMaterial
Remove Liquid, LiquidManager
Remove ModelEntity.Glow*, GlowStates enum
WaterLevel simplification
Hammer.CustomHeader attribute, Refactor nullcheck out
Merge from repairbench_redirect
Rebalanced garland protection - no longer takes multiple rocket hits
Use a field instead of a func call
Remove Entity.PhysicsClear()
Moving NativeEngine stuff to engine
Switch gradient fog to use state
Remove Entity.ActiveStart, Entity.ActiveEnd
Remove Entity.ActiveChild, Entity.IsActiveChild()
Remove most of the c++ code and move what we can to managed
CollisionEventData.Pos to Position
Rename DebugBits to DebugFlags, remove functions
Allow gradient fog to work on scene renderer
Allow one fog controller per SceneWorld instead of one global instance
Fix achievement unlock displaying on startup
Render objects hidden in first person on monitors, render player's own reflection on water, make it easier to programatically set up default values on layers
Much better way to handle hide in first person
Show popup when you unlock an achievement
Fix RippleCompute under latest changes
Add horizon aliasing reduction for water
Add standard post process
Night/day color adjustments
Post processing adjustments
Merge MagnetCraneUpdates -> Main. Includes various changes to the junkyard crane.
Merge branch 'water-rework' into water-refactor2
Magnet crane audio now stops running when the crane is inactive
Tweaked ore/wood gather tea bonus calculation to give a consistent amount of resources for each node
This will give 1-5 less resources per node (eg. Jackhammering a stone ore node with pure ore tea active will now give 1500 stone per node instead of 1501-1505)