224,595 Commits over 3,714 Days - 2.52cph!
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Move flame turret and auto turret budgeted update into the sync transform window
Budget Auto Turret target scan (0.5s)
Cancel TimeoutTurn invoke if game ends
Delete 95% of the CCTVRender code (RIP)
Recycle the rest for rendering special screenshots
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Do the same for ui renderer
Put ui scene system into its own source files
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Updated door test map
Visual indicators on features that are working
Added Prop Door for testing
Bind GameLoop:PhysicsThink
Add Task.NextPhysicsFrame()
Move doors manually instead of using engine move stuff
mine tunnel material fix
remnant container shadow proxy tweak
hard hunter pattern tweaks
fix ballpit error when player dies after victory
Initial proof of concept rendering 3D scenes to UI
fixed an incorrect cliff LOD terrain mask
arid double stack cliff prefabs
near final cliffs spawn settings, coverage is good, collision minimal and doesn't take too long
experimenting with stacked cliffs prefabs
friday fixes - airfield, satdish, dome
Fixed case where speech bubbles would be empty
Reorganised campaign menu header buttons on Switch
Added animated nav arrows to campaign menu
Pause menu leaderboard tweaks for Switch
Testing leaderboard now has different entry count for friends vs global
Fixed speech bubble size on Switch
Fixed speech bubbles remembering their size in past lives
Fixed non-ECS border warning
Replay UI scaling for Switch
Enable testing replays in editor while targeting Switch
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rust model
fixing collider adding fences model
Merge branch 'master' of sbox
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Fixed issue with parallax
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Fixed an icesheet floating in the sky
Allowed ice sheets and shore ice to spawn on the lake topology
Scaled down all ice sheets to make them feel more realistic
Moved ice sheets further from the edge to make it easier for them to spawn
Tweaked arctic grass spawn rules to avoid growing on shore ice near lakes
Made generic problems use markup to fit long text on small screen resolutions.
Added more filtering/sorting options to the server browser: Gamemode list sorting by player count/server count/name. Server filters by player count and ping.
Entity.AngularVelocity
ModelEntity.MoveTo( angles )
Angle.Length
Rotation.Distance
FuncDoorRotating I hate all this fucking code
Merge branch 'master' of sbox
Some settings menu Unity Text -> TMP replacements
Fixed possible exception when returning to the main menu
All settings menu controls now use TMP
Campaign menu now uses TMP everywhere
Settings label tweaks
Stage description centering
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Fix border color being in wrong color space, fix borders having aliased transition
Add extra tests to borders
Wip better borders
Fix relative paths on the importer
Fix door direction
Implement door speed
Implement door TimeBeforeReset
RustNative update (HDRP backport terrain heightmap baseline to fix coastal cliff and beach spawn issues while attempting to roughly maintain current inland heightmap)