248,581 Commits over 3,928 Days - 2.64cph!
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merge from Halloween_2020_Patch
merge from Halloween_2020_Patch
hunter background
Merge branch 'master' of SpaceUsurperUnity
tentacle background
orb background
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Fixed typo in BackgroundSubLayer
Re-splatted highlands (2/2)
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merge from Halloween_2020_Patch
overcast chance 0 due to visual concerns - needs further testing
cherrypicking
55571 55572
Re-splatted highlands (1/2)
Added basic G String game mounting support
skull spike candle variant actually has lit candles at night
translate SDK_ shaders to their non SDK_ variants
Bugfixes with group load / unload
Rainbow grid jitter mitigation & better horizon fading
Ghost sheet no longer user craftable
Added Ghost sheet to Halloween loot table
Fixed vgui.Create being called on screen resolution change with empty string
Shutdown CPlayerPickupController (player_pickup entity) if its associated player somehow becomes NULL to avoid crashing
Fixed bug with group removal, built upon test to load / unload groups.
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Don't need FinalizeLoading now
InteropGen - struct can define CreateUsing
NetRuntime.RelativeToAbsolute hook
Added CRD_RegisterResourceDataUtils::RegisterResource
Allow resource loading to proceed with invalid headers (review: can we set it as a non valve resource so we don't need to hack around with this header)
Resource Loading boilerplate
Switched ManagedResourceHandle to use ::From instead of constructors (because constructors mean it stops bein pod)
Load startup material from materials/startup.mat instead of materials/startup_background.vmat
Init managed before creating the window so the filesystem shit can use it
Latest Binds
Airfield, Compound review
Going over caves scenes, caves dressing scene, adding missing files from initial batch
Some other scenes reviewed (WTP, Bandit town)
Overgrowth scene and prefabs conversion. Switched incorrect foliage materials to Core/Foliage
merge from Halloween_2020_Patch
Ghost sheet icon, crafting cost, protection setup
Foliage_v3 Temperate_Grass_c asset model path fix
Fixes for incorrect files
Added IMaterial2.SetName
Refactored asset loading takeover point
Create materialsystem2.def
Create EngineGlue
Create ManagedResourceHandle
Interop: add long/int64 support
Pass IAsyncResourceDataRequest to asset loading
AssetLoader foundation
BaseCombatEntity now stores last person you attacked.
More events work.
mech bg opacity
fuse background
trench background
onion background
merge from /Halloween_2020_Patch
Workcart movement progress
Disable sibling constraints when stiffness is disabled (depth < stiffnessDepth) so cloth hangs loose on arms
Can now reference properties in a background sub layer in update funcs