192,975 Commits over 4,049 Days - 1.99cph!
[D11] [UI] Fixed "MaskedColorLerp" shader incorrectly culling itself, resulting in a blank/empty texture in-game.
Entity view prefab processing now uses the new prefab API correctly, retaining GUIDs when updating prefabs from their art asset sources
skin approval
removed halloween sounds
Merged with main. Added sports trophies and platforms
[D11][TUTORIAL] added local server to defines switch script
[D11] Fix for missing base call in an override method
wetsuit rad protection lowered (51 rad fix)
charitable rust jug colors + desc
phrases
network++
[D11][UI] Missing file from previous commit
[D11][UI][WIP] Crafting screen skin select carousel is implemented.
Crafting queue panel switches item separator display.
Renamed LootPanelWatercatcher method to avoid confusion with inherited method
adjust waterplanemask height to be just above water
fixed thrown items properly in cargo hold
[D11] xb1 sign in and controller disconnect/reconnect detection
potential fix for LOS issues with sam sites
fix for cargo ship parenting below hull
fix for always layout 1 on cargo ship
removed debug.logs on samsite
Modified shader Particles/Additive (Soft) fade to ignore water surface
deer stag for testing lods (elder male)
turned on avatar for human male lods fbx
[D11][Tutorial] Merge from console branch
Jumpsuit viewmodel model/prefab
Added GPU culling/lodding compute shader for instanced rendering
[D11] [UI] added waves to the fluid transfer panel, and made the right inventory panels fit properly in their holders
Fixed HAB falling out of the sky on server restart
[D11] Time of Day display on the Pause/Game Options screen
[D11][TUTORIAL] tagged some assets to not be placed inside warmup bundle
Update Facepunch.Steamworks
spotted a mistake the new highlight shader, still doesn't fix the issue with outlines showing on depleted resources
Entity player command can be flagged as required (default is true), allowing for AI autonomous interaction without command flagging
Dropped items now inherit parent velocity
When parenting an entity with a rigidbody, automatically adjust its velocity to local space
DroppedItem and TimedExplosive are flagged as physics driven (better interpolation)
Hot air balloon parenting trigger ignores debris and ragdoll layers (for now, since the collider also ignores them)
UnitView refactored to hold arrays of body/meat/skeleton meshes that are managed by Corpse etc
Fixed view LODGroup.size being set to 0
added gather commands to lots of resources
merge some playtest fixes to Steam build
[D11] merge from main + handle new interdependencies
wip moving squad editing functionality out of SquadEditorController into new SquadEditor
[D11][TUTORIAL] Prevent parts of ApexAI from being stripped
Fixed a corrupted texture's alpha channel
fixed bulkframes prevent movement cargo ship style2
Jumpsuit world model & lods
Jumpsuit Model tweaks
fixed muting players > entity index 31
Fix chat clipping on the right edge when wrapping
Additional bounce lights inside the hold interior
[D11] Exclude editor from this assembly