233,528 Commits over 3,775 Days - 2.58cph!
xulgon revenge bullet interacts with fade
Merge branch 'master' of SpaceUsurperUnity
patterns can retarget different players like bullets can
mech patterns switch targets
moved unit player-targeting to formdata
unit onAutoUpdateTargetPlayer callback
More tweaks to sheet metal textures, propagated to atlases. Solved color management discrepancies across different atlases
Tweaks to sheet metal textures, propagated to atlases. Results are smoother on the eye and less repetitive
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Collecting more workrounds for the Expo keyboard issue - phones should work nicely without gaps on any devices with this
Fix incorrect touch target location for retry button
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Added unit tests for ReduceProgressSamples
Moved ReduceProgressSamples to a worker thread
Animate LeaderboardPair
Current value is passed to DTextEntry's OnEnter callback (Community Contribution)
NPC weapons are now sorted alphabetically
Also no dupes and switched the text ot use "localized" stuff
Also fixed some localizations
SuperDOF window repositions itself on screen size change
Prevents it from "disappearing" and soft locking the game
ENT:OnChangeActivity for base_ai
Extra killicons for prop like objects
Added GM:CanArmDupe
Trim sbox_persist value
Extra spaces no longer cause issues of props not saving or loading
Clientside Sandbox settings
Also added freeze/unfreeze effects to physgun settings
Weapons that are NPCUsable are marked in spawnmenu
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removing reflection component from triangle floor frames
[D11] Shadow cascades: 4 -> 2. Max shadow requests = 2. Changing the distance split to 75m.
Fixed gap produced by sheet metal roof side pieces
[D11] Fix for 4263 (xbox bootup voicechat crash)
[D11] [UI] Potential fix for Stall when look-at tooltips loaded during runtime.
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Fixed loading of .png materials with different material parameters not working properly
Fixed loading of .png textures after a map change trying to load .vtf versions of the textures and failing every time
better looking stone walls gibs
Updated triangle grill and hatch irons
merge from building_blocks_2020
Improved sheet metal corners visuals
iOS 12.1 crash fix
Merge branch 'master' of rust_companion_react
Merge branch 'master' of rust_companion_react
Merge branch 'master' of rust_companion_react
Use the correct chat message length limit
Fix crash when pairing a server with an empty description
Only show server.url if it's https://
iOS 12.1 crash fix
Fall back to webview for login on iOS 12 or under
Merge branch 'master' of rust_companion_react
Whitelist help.steampowered.com
Merge branch 'master' of rust_companion_react
Log errors for the login webview
Whitelist store.steampowered.com too
Merge branch 'master' of rust_companion_react
Whitelist store.steampowered.com too
Log errors for the login webview
Whitelist help.steampowered.com
Fall back to webview for login on iOS 12 or under
Fixed a number of edge case inside terrain AH false positives at cave_large_sewers_hard
S2P cave_large_sewers_hard
merge from attachment_fix
Fixed long standing placement issue with picture frames on all tiers of construction
Fixed door barricade deployables UVs
autoUpdateTargetPlayer, status paths, etc
Merge branch 'master' of SpaceUsurperUnity
fix missing asteroids
fix mysterious force
removed some debug
Merge branch 'master' of SpaceUsurperUnity
respawnPod stay in bounds, turret autoupdate owner
drone has red explosion effect
bullet pattern attachChildBulletsToBulletAnchor property
bullets can override target player selection
xulgon revenge bullet retargets player in line of sight
Fixed monuments covers UVs (and gibs) updated baked lods
more better quality gibs (metal/armored floors)
[d11] Mistakingly checked in with the equipment. Its not strictly correct ( would awlays return 0 for the initial lod )
lighting fix attempt - import options pass
Change tire FX culling mode from Pause & Catch Up to Automatic. Seems to fix visual glitches when looking away and back.
temp fix to preload sound templates
Merge from vehicles -> vehicles/push
ensure client prefab is loaded before trying to access it
Give Mount action a higher priority than Open
Use lerp instead of movetowards for steering wheel visuals, so we move faster when we're farther from target pos
removing more unused animation controller from the modules