248,649 Commits over 3,928 Days - 2.64cph!
Experimenting with keyframe track widgets, supports muting tracks
Fix info_overlay selection without messing up align to plane
Rework recorder internals
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Move all of the file/directory handling into a new Utility class
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Remove "nobounds" from point_overlay so it can be selected (is there a reason why this was nobounds?)
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Removed DeveloperTools and UIIngame scripts from 'UI - Scaled_1080p'. Fixes tab key not swapping between F1 tabs anymore.
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The demo browser now successfully populates even if one of the demos fails to load (the exception is printed to the console as a warning)
Animgraph & animation updates
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Parent trigger for the solo sub. Note: I wanted parent triggers on the two side fins also, but they shove the player underwater if they approach from the side (making it impossible to get up on them), so I've left them off.
Addon.GetDependencies fixes - gets rid of a stack overflow crash
* citizen and rust now depend on nothing (previously only base depended on nothing)
* everything else depends on base, citizen, and rust
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Parent triggers for stable standing on the duo sub
Climb/dive adjustment. Don't start/stop so abruptly.
Treat .addon files as JSON so JSON validation works
Version bump
Don't require exact source
Declare dependency on the C# extension
JSON validation for .addon files
tweaked terrain anchors on rock_formation_medium_b to prevent terrain gap
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NVG iteration, for a more Lo-Fi effect
CCTV effect for new post stack
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Refactor sprite shader to support UV scissor
Fixed PixelExplosion angle
WIP scizzoring PixelChunks
Working on some tools for finding divergences with ECS bullets
Merge branch 'ecs-diverge-test'
Fixed TouchingEcsBulletsEnumerable
Fixed cores not animating
Only enumerate non-dynamic ECS bullets in scripts
Fixed pixel particles having the wrong emission angle
Temporarily disabled WIP pixel chunk texture scissor
Got rid of debug wait in octopus
Cleanup & organization.
Nixed soft camera frustum blend on that smoke mat.
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Add SceneObject.SetMaterialOverride
Add PhysicsBody.AddHullShape
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Add SceneObject.CreateModel that takes model reference directly
Add experimental Model.GetVertices and Model.GetIndices (meshes need to be compiled with CPU access https://files.facepunch.com/layla/1b0611b1/sbox_K1HhsZO3yM.png)
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Extra anchor on rock_formation_b to prevent terrain gap
Most likely fixed issue #208