193,101 Commits over 4,049 Days - 1.99cph!
Fixed NRE in light occludee
Removed some shaders from "AlwaysIncludedShaders" that may no longer be required
Moved reflection probe so it's not automatically assigned a bundle (causes some bugs with ReflectionProbeEx for some reason)
Materials and shaders are in content.bundle
Culling volume now adds collider to GO only if none exists (testing)
Added light occludee interop w/ culling volume
Added dynamic instancing system for building blocks etc
Updated VFX manager (auto)
Final cargohold sans occlusion trigger zones.
[D11] [UI] Added radial menu inner selector for 1:1 analog visualisation.
[D11] Fix wonky header placement in the Control Settings page
[D11] [UI] adjusted the pending health colour
[D11] Update to the Options->ControlSettings menu, and changed the default for the Aim Power Curve. Also prevent the turn speed acceleration from kicking in when aiming down the sights of a weapon
[D11] [UI] adding player info widget to the main menu
[D11] [UI] Fixed secondary interaction and prevented objects with only two options from triggering the menu (more than 2 is the requirement for it to exist).
[D11] [UI] Fixed secondary interactions not working.
Added Entity.GetModelContents() = int
Switch LagCompensation back to LocalAngles/Origin
Set item prices and shop items
Fixed all C4 issues (I think)
[D11] [UI] Inverted all ui icon sprites to be white as default so we can actually tint them in unity. Adjusted animation logic so we can now check if any animations need to be played in pie menus. Removed new selection animation from pie build menu.
[D11] Added another audiosource for ps4 controller sfx
Some minor changes to triggers from tf2 repo
CBaseVPhysicsTrigger-based triggers set their solidity when their physics are created depending on whether they are enabled or not
[D11][UI] Added map size and map seed to rent server. Clamp to 4k for now
[D11] Blueprints can now be studied as a world item, and display their correct name. World items now show stack size if they are not a single item, and fixed sizing issue on crosshair tooltips
Spawnlist right cliick menu icons
Fix "Requesting X lua files from the server..." message on the loading screen
merge from oilrig - access to previously made art assets needed on excavator
[D11] Adjustments to look-at-object detection
[D11] [UI] Fixed radial menus opening when other UI screens are active. Added more checks to IsAnyBlockingUI() check.
[D11][Tutorial] Added examine pistol tutorial event
Removed bundle / label assignment from DoPrepare, assign bundles in GameManifest.UpdateBundleAssignments instead (much faster)