144,089 Commits over 4,413 Days - 1.36cph!

Today
Refactored how we create and dispose controller handles, much cleaner Fixes priority not being respected for child animation controllers
Yesterday
Update WearableReplacementByRace component, now attaches to a skinned mesh and contains sets of SkinSet<->Mesh Needs to be added to each LOD level individually Added an auto populate button that fills in the sets automatically based on name parsing, saves a lot of tedious clicking
Yesterday
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Yesterday
Fix NRE when no editor window is selected
Yesterday
Ensure mask update group is provided
Yesterday
Ensure support for weapon attachments and plant genetics throughout the new vending machine sell pipeline
Yesterday
Fix animator window always opening (only inject the playable dropdown when the window is focused)
Yesterday
mortar flight sound tweaks frag/he mortar explosion variations
Yesterday
Fix mortar first person arms disappearing sometimes
Yesterday
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Yesterday
Merge from main
Yesterday
Fix typo
Yesterday
initial industrial garage door prefab updates with animated rig, anim controller added
Yesterday
Fixed case where player could get stuck in aiming animation when throwing a grenade
Yesterday
Fix HE color in mortar UI
Yesterday
Implement zero angle sweep/attack/reload, disable new recoil anim less than 2-5 degrees
Yesterday
Fix duplicate internal IDs on the new mortar animations
Yesterday
Fix hidden items showing up in the vending machine search
Yesterday
- Add health UI bar to mortars (toggle for all mountables, sorry for stupid long import but this is cleaner than just adding it for mortars). - Bump up culling distance on mortar mesh - Disable smoke trail on mortar shells held in hand - Add recoil animation on mortars to make recoil more intuitive - Add `error_mortar_uneven_ground` toast to make it more obvious why you can't deploy a mortar
Yesterday
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Yesterday
update export with fix's to IK positions
Yesterday
Adding extra mortar anim for sweep and reload attack at 00
Yesterday
empty_country_fix -> main
Yesterday
merge from main -> apartment_complex_monument
Yesterday
Fix countries not being shown in the drop down country selection window
Yesterday
merge from rfreceiver_modding_fix
Yesterday
Fixed duped packs in the steam inventory menu if purchased when the game was closed
Yesterday
merge from steaminventory_newitem
Yesterday
merge from main
Yesterday
mortar projectile flight sound implementation
Yesterday
Fix shop name input being at a weird position when opening the dialog window
Yesterday
Ensure 'remove all' popup closes if you disconenct
Yesterday
Support UI popup with empty string titles
Yesterday
Fixed a bug in VPC to do with game conditionals * It was setting the GMOD conditional only for projects AFTER (and including) server/client.DLL which caused unintended files to be included in 64bit builds due to order of projects being different engine.dll and dedicated.dll builds for 64bit + minor changes * Fixed srcds_win64.exe trying to load 32 bit DLLs * Some minor changes from x86-64 for consistency and cleanliness Build server.dll 64bit
Yesterday
Fix dodgy shadow on apply, modify and discard buttons
Yesterday
Fix broken open transition
Yesterday
Add debug output to VPC warning
Yesterday
empty_country_list_fix -> main
Yesterday
Debug commands to test whats going wrong with geolocation - Codegen - Rebuild phrases
Yesterday
Re-enable `canPlaceInsideRocks` on the terrain checks of foundation prefabs
Yesterday
Fix MacOS not rebuilding VPC
Yesterday
Undo changes to foundation prefabs since the merge messed up at some point and they ended up with 2x MeshRenderer components throwing strange errors
Yesterday
Merge some changes from main * VPC change, minor VPC script changes * Fixed tier1, tier0 exclude VPCs causing warnings during project gen
Yesterday
merge from efficiency_desc
Yesterday
Efficiency upgrade description change, on the right branch this time
Yesterday
Fixed not being able to connect a wire to a door controller when the door is open
Yesterday
Subtract new navmesh
Yesterday
Readd god rock & anvil rock to craggy
Yesterday
Fixed efficiency description to a generic now that it includes explosives /satchels
Yesterday
Codegen