247,217 Commits over 3,928 Days - 2.62cph!
Can collapse shot list
Added counts to each folder widget
Fixed it better with particle play/stop instead of gameobject sillyness
Fixed the magnetcrane exhaust bind
Magnetcrane: Disabled the always-on reversing light for now
Initial progress on a sample program to test everything
Applied light prefabs to Crane, and broke its exhaust effect binding
Fixed refract mat having a yellow tint
Testing 3001 render queue on magnet crane greenhouse glass, might(!) work better
PFX scene file
Show expandable folders in shot list
Add folder button
magnet crane and shredder sound tweaks + polish
▅▅▍▇▄▇ ▇▊█▋▋▌▌▋, ▄▉█▊▆ ▄█▊▍▌ ▆▄▉█
shredded modular cars now produce resources associated with their attached modules
increased magnet crane respawn time to 5-10 minutes (was 1 second)
PFX scene.
Crane Lightgroups & FX prefabs.
increased kill trigger damage on car shredder
fuel system
hand ik
properly enable/disable damage triggers
▄█▋▄▇▅-▊▉▋▉▇-▅ ▋▊▌▋▍▌
!▅▋▊▆▍▋ ▊▅▇▊▄▇▍ ▄▄█▇▄
Apply a circular target position offset when roaming and grouped.
Fix for joining a group of a member, not a leader.
Animal idle state now sets random facing direction.
Set stag and wolf max group sizes.
Citizen V2 progress
Polished N walk / N crouch-walk, pistol & sit poses, fixed rust_pistol (but not committing that one yet to not break the existing V1 citizen), other misc. stuff
crane driver now takes damage from bullets
!can no longer push cars through terrain
fixed tread/shock values of magnet crane
Postfx now use a context that contains more info.
Better colliders for medium rock formations
rocket_crane lift is r/w enabled again
fixed a segments of cave_sewers_hard not being linked inside culling volumes
replaced static signs with harvestable ones in junkyard
relinked some broken nested prefabs
created a bespoke spicebush mat for temp overgrowth with wind params that dont clip walls
converted cargoship hdrpb prefab.
added hdrpb test scene CraggyIsland_AI_Cargoship
Added hdrpb CraggyIsland_AI_Excavator test scene.
Adde a separate prefab/ai design for excavator scientists.
supermarket - fixed some zfighting with pavement
fixed floating stone corner at water_well_a
sewer branch - painted some road topology to avoid cliffs spawns close to connection
adding office wall fixtures, textures/materials tweak
Merge branch 'master' of sbox
added conveyor belt triggers to shredder
fixed client/server mismatch on shredder
added hurt trigger to shredder
removed debug.logs
fixed no client collision on mangetcrane arms
added proper gibs/explosion effect to magnetcrane
fixed magnetcrane auto-despawning after server was up for 4 hours
Do not disable collisions when parenting brushes to one another (Experimental)
Whitelist System.Attribute, System.AttributeUsageAttribute
Changed how handle objects are instantiated by interop so we don't end up with confusing and unusable public constructors
Possible fix for non-existing entity in OnOutOfBounds ECS callback
Easy way to disable backgrounds for Switch performance testing
Fixed yet another cause of pixel chunks hanging around after a reset
Enable modeldoc editorconfig (enables bonemerge preview)
Fixed some issues with native scaling
Whitelist additional exceptions
Whitelist System.Private.CoreLib/System.SByte
Add Render.SetLighting
Add SCENEOBJECTFLAG_EXCLUDE_GAME_LAYER
Added SceneObject.Flags
Another ELayerEnum
Merge branch 'master' of sbox
Reduce r_size_cull_threshold
Prevent weld constraint assigning a global variable with the last created weld (Community Contrib)
Prevent Weld save its Constraint to global table (#1792)
extra terrain anchor for cliff_double_height_d