239,396 Commits over 3,837 Days - 2.60cph!
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frontier gate lods and collision
Fixed Lua errors when loading a save that had tools that no longer exist
Pull Request: game icons in game list in main menu
Updated HL1MP icon to match its Steam icon
Display the command that is not bound in Hints, when no key is bound for it
Pull Request: "SAM" support for TTT bans
Merge scene render attributes to NativeRenderingWidget camera, fixes terrain global attributes not being applied to editor camera
Fix annoying NRE in CameraComponentTool
Use asset type colors inside FileUsageWidget
Assets have colors - these all suck right now, will go back through and pick some less sucky colours later
Refactor AssetList
StatsService
Add header for processing time
Leaderboard service api
LeaderboardService
Fix version
Leaderboard2
Merge: from main
I also renamed this branch(used to be itemcontainer_ipooled)
Tests: spawned on cragy, killed a scientist, confirmed m92 was marked to not save before kill, then marked for save after kill
player update. updated neccessary weapon override controllers with 3/4 stance rifle jog anims
player update. updated some holster positions on weapons
player update. updated playeranimation.controller. added walk e back in it
Localized missing strings in the sunburn page
Bugfix: Fix equipped item entity leak into savegames
Fixed by tracking whether owher player-entity will be saved or not, and banning equipped items from saving.
Tests:
- Ran in local editor with known offender 'scientistnpc_junkpile_pistol.prefab' - it no longer orphaned it's items on save-load
- Built a local server executable, let it simulate for 30 mins, saved-loaded - there were no instances of 'geiger_counter' and only 1 instance of m92 (out of 253 on the server), it's child `lasersight` also was 0 (out of 143 original)
large coffee mug specularity and albedo adjustment
Fixed female underwear missing parts
Further optimization - this is quicker than WriteArray/ReadArray
large_coffee_cup asset addition
Merge branch 'main' of sbox-platformer
nah but actually add the washer tho
Relocated assets + added bolts/screws/washer/bracket
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Added oasis and canyon monument types
Assigned correct monument types to canyons, lakes and oasis
Assigned correct monument bounds to canyons, lakes and oasis
Show Icons for Mountable Games (#2110)
Optimization here to only re-serialize changes for snapshots
Boolean to force an explosion to follow the orientation of its parent
Boolean to force an explosion to follow the orientation of
BurstCloth - optionally allow bone transforms to reset when disabled
- also removed transform reset when re-enabled, only caused a weird jump in behaviour
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'clearinventory' command can now take container names as arguments:
--belt
--wear
--backpack
Examples:
'inventory.clearinventory Jim --belt --backpack ' = clear Jim's belt and backpack content
'inventory.clearinventory --belt' = clear your own belt content
WIP Improved cast, normals., etc
WIP
Ensure shared is created in GameSetup as well as main menu system
visual_bounds_fix -> world_update_2
Increased render resolution to 2560x1440 to match what is usually manually used.
Subtract last merge due to project settings
Version Api cleanup
Namespace cleanup
Refactor, game compatibility
visual_bounds_fix -> world_update_2
- Visual bounds didn't exist on the client. This broke all snow effects via MaterialSetup as it incorrectly reported entities as being on the tutoral island 100% of the time on the Client.
- Setup new shared system prefab.
- Shared prefab launches before client/server init.