253,098 Commits over 3,990 Days - 2.64cph!
materiialsystem changes to be used by static prop lighting
Cleaning up
Styles and cleanup
[D11] + Changes to building core LOD Distances
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Fixed usages not being sorted / unique
Merge branch 'master' into switch-port
tweaks to camera size and player gun aim speed
speech bubble size increased, FPS display
Added NexPlugin
WIP refactor to support either nex or steam leaderboards etc
Merge branch 'master' into switch-port
Speech bubble text scaling now platform dependant
Add switch-specific player / gun json files
Working on leaderboard abstraction
More abstraction
Missing metas
Still abstracting
Fixed sentry user id
Almost finished abstracting
This might even compile soon
Finished off ProgressionManager cleanup
Powerup binding storage refactor
Network services abstraction tweaks
Some more steamworks usages replacements
Updated Facepunch.Steamworks
Steamworks backend implementation
Some final refactoring
Updated Facepunch.Steamworks
Steam re-implementation mostly working!
Filled out Result enum
Fixed Application.persistentDataPath being accessed on a worker thread
Fixed pause menu leaderboards
Nex leaderboard implementation
Fixed switch builds
Fixed standalone development build error
Some temp implementations for FetchUsername / FetchAvatar
Updated README.md / .gitignore for NEX native libraries
Updated switchApplicationID
Fixed not being able to connect to NEX game server
Testing NEX leaderboard service
Got rid of some redundancy in json data loading
Example standalone default player overrides
Started working on platform-specific json overrides
Merge branch 'master' into switch-port
Fixed fuse stage baking error
Merge branch 'master' into switch-port
Fixed fuse stage baking error
[D11] Spinning Wheel Material Fix
[D11] Building parts atlas texture tweak
bringing back the overrides
Text changes
type
BUILD
[D11][UI] Fixed issues with rendering Japanese text in ingame menus
Merge from main/ring_road
optimisations and removed gameobject create/delete for each tag Init.
[D11] Bandit Town SLOD colour fix
[D11] Fixed Wooden Rowboat
[D11][UI] Added font for Japanese, Korean & Chinese text, Adjusted button options size and find join game header sides
Disabling RendererBatch (test)
Fixed usages not being sorted / unique
[D11] [#3115] Fire arrow textures now correct.
[D11] Vending Machine Screen Fix
[D11] Shelf texture tweak
[D11] [#3260] Removed unneeded debug logging code.
[D11] [#3260] Campfire flames now emitting correct amount of particles [#3100] Flamethrower texture now correct. [#3115] Fire arrow now shows correct flame material.
Made glass opaque on some static doors with glass
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[D11] Fix for NRE on PuzzleReset
[D11][FOG] Some material fixes to the fog wall ( double sided/alpha transparent )
[D11] [Art] [#3215] TreadAnimator script from M2Bradley will no longer show red error messages
[D11] Fixed the server time/clock display on the game options/pause screen
[D11] Fix for Reed LOD3s being bright green
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Merge from bandit_camp_fix
[D11] Fix for tree bark caps being overly shiny.
[D11] Fix for rowboat collision
[D11] Reimported Translations for Korean and Japanese, fixed small issue with translation class if translations values are null or empty.
[D11] Changed keycards materials to match Steam version
[D11] [Graphics] [#3206] Keycards match their colour and static bbq particle system fix
Retry button on pages if a server fails to load
Login screen shows error if the page fails to load
Revert BaseMountable to compare the net ID in NearMountPoint instead of comparing the entities directly. Comparing directly caused inconsistent interaction on listen server, where the ray would sometimes hit the client's collider, and sometimes the server's.