198,677 Commits over 4,140 Days - 2.00cph!
Added input.TranslateAlias( str ) - translates "alias test lastinv" into "lastinv" when given "test". Returns nothing if no alias was found.
[D11] [UI] Fixed overlapping text in leaderboards screen when on certain languages.
TTT: More language changes/fixes & added Italian translation (community)
[D11] [3965] Items no longer show red highlight when valid, but previously invalid
Moved util.BeamRingPoint to effects library
Added effects.BubbleTrail(mins,maxs, count, height, speed=0, delay=0) and effects.Bubbles( same args )
fluid_switch on_power on_nopower off_power and off_nopower anims
[D11] [UI] Fixed leaderboards filter popup not working when playing in windows standalone.
Added sbox_search_maxresults
Spawnmenu search prop indexer now uses notification.AddProgress over the old blue progress bar
".mdl" part of models paths is no longer being searched
Having your spawnmenu closed during search will automatically update search results next time you open it
notification.AddProgress now has an optional 3rd argument - fraction - 0 to 1 value overriding the progress bar animation to show a desired value
Adjusted visuals for notification.AddProgress & made them truly infinite
search.GetResults now has a 3rd optional argument - maximum results to return
Added reverse fresnel opacity to HDRP/Custom/LitParticle shader
Use floats for LuaParticle start/end sizes
cherry pick fading decal stuff
Missed 3 other places fading decals get removed at
[D11] - Fix to bug 3928 - Palm Trees have visible seams.
[D11][#3991] Fix for crash related to moving an weapon while trying to alter its attachments
[D11][a.preece] {PS4} Changing the entitlement service label for Rust Beta EU (4) and US (5)
[D11] [UI] Localisation debug info disabled on start. Added debug option to toggle localisation debug info.
Use LOD1 geometry for shadow casting on corner conditionals
+ changes to the gravel prefabs so it does not have null LODS.
Code review: Refactored EngineStatTypes away
[D11] HDRP TOD fix for ambient audio
[D11] Ambient light. The sky exposure and indirect light are controlled separately now, with different transition speeds and target values. Sky parameters are updated once per frame when transitioning between environments. Sky itself is using the "OnChanged" mode to update.
Quick runtime conversion test
Remove condition object types as the compound collider bug (causes by collider gameobject enable/disable) seems to be fixed.
[D11] [UI] Removed placeholder text from privacy policy popup body.
[D11] [UI] Fixed server define issue. Localisation values now update once every second.
[D11][t2409] Fixed "Renderer is registered with more than one LODGroup" warnings
Conditional corners prefabs/setup
All tiers conditional corners gibs models
Update preloaded content with 30s/20s/10s clips
Better logic for a failed audio load, fallback to preloaded content if a failed load occurs
Various cleanup
Easter menu background video
Added support for saving camera states with the debug camera to file via new debugcamera_savetofile command
Saves to root of project or install directory, can then be loaded like a normal camera state via debugcamera_load
Updated debugcamera_list to list any found camera state files as well
Fix unnecessary double-set for car car between Seating and Engine
Code review: Add HasComponentInChildrenIncludeDisabled, use it in ConditionalObject, avoid garbage gen.
Code review: Add distance checks to RPCs
Fix sliding windows not sliding
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Merge vehicle module refactor -> Vehicles
Added an audio component and updated the flags for the Fluid Switch
Audio plays when fluid switch is powered and turned on
Added Lit Particle template and shader (wip)
Updated other templates
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