239,318 Commits over 3,837 Days - 2.60cph!
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Removed side padding of scrollable area in skin picker UI (crafting and repair bench)
If skin options don't require scrolling add some padding to centre them in the view
Snap scroll view to the left when opening a skin picker or changing skin (works better now that we're sorting them by recently used)
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ball pit intro tips
skip wont spawn on player
round text
buy label
potential fix for ballpit round issue
fix tweak
fix fade giving player gun
fixed kiosk prices, kiosk rarity
changed some powerup rarity
adjusted tooltips
bump sfx
more sfx
reworked free shields
Test porting the new AI grid and related optimizations to main (just AI grid related stuff, none of the other AI changes)
BulletSystem code gen simple loop support
Moved BulletSystem code gen to an editor assembly
BulletSystem code gen now supports expressions with parameters
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Add an indicator that there are pending orders
Remaining stuff for mergability
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Tidy up from motion vector fixes
Organizing remaining statics WIP
LODs/COL/Prefab setup for train_tunnel_double_str_b_36m
Pitch/Volume random in sound.fgd
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Added AssetTypes to inspectorapp
File save wildcard uses type
Refactored move point list lookup
Roaming point calculation can now use the AI grid. Fixed some range parameters.
Compile asset on save
Inspector: file name in titlebar
Save this shit as json
Update baseaccess.txt
When compiling data object, only compile the data section
Fixed sound event volume constructor
Sounds open in inspector
Load sounds
Can put sounds anywhere, not just in sounds/
rust_pistol cleanup
AIInformationGrid.GetMovePointsInRange implementation.
AIInformationZone can now use the ai grid for optimizations.
AI can now use the grid if available for a monument.
Added ai.usegrid convar to toggle use of the new grid system at runtime.
fixed broken LS vertiigo decal
Fixed instant death spot in cave_entrance_a
S2P Cave
Finished ruining my wrist by splatting around all the new roads.