249,362 Commits over 3,959 Days - 2.62cph!
Open our external console instead of vconsole when opening console tool in asset browser
Set DeveloperHelpURL to our URL
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Deal damage to props on physics impact
Wake all bodies when gravity changes
Add PhysicsWorld.WakeAllBodies
Add PhysicsWorld.Sleeping
Scale gravity gun push force by distance
Add gravity gun push force
Add Entity.ApplyLocalAngularImpulse
updated corrugated wall set/ collider
Directional gravity restores default gravity on destroy
Add PhysicsWorld.UseDefaultGravity
Only allow one directional gravity to be spawned at a time
Add toolscene to groups.vgc, this somehow fixes modeldoc gizmos
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Added AmbientLightLOD on a few prefabs, updated excavator, s2p excavator.
Fix for VolumetricLightBeam not getting turned off by LOD when it's a child of LightGroupAtTime
mobile front page
category page
post
hljs html styles
Bind lightcomponent Brightness, BrightnessMultiplier, Range and Flicker
Managed spot light entity
Add SceneObject.RenderingEnabled
Replace tools splash screen so it's not dota
sfx fixes for mirrrored patterns
Hammer: Don't snap entity placement to work plane if snapping is disabled
Hammer: Add random pitch and roll to entity placement also
Hammer: Fix "random yaw" on entity placement not working
Add entity tool metadata to lightortho
updated textures, fixed normals on corrugated walls
Add PhysicsWorld.Gravity (Vector3)
Add directional gravity entity
Fixed weirdly expanding stage cards in campaign menu
Don't show powerup HUD in co-op if none are held
Fixed fuse stage player view size on switch when docked
Fixed bullet system generation using the wrong var names
Enabled global billboards only on very large bushes that should be seen from further away
Disabled global billboard on bushes
Converted all bushes from rendererLOD to treeLOD
Set tree billboards to never cull
Fixed error when viewing a workshop campaign
Fixed campaign menu initialization getting interrupted
Fixed cases where UI elements were missing if no scores were loaded
Fixed LocalizedString.AsNullable
Fixed case where campaign leaderboards wouldn't load on PC
Finished all screen implementations of the HUD mockups
Fixed another case where unit collision check gave a false positive
Greatly reduced the density of small arctic rock formations because they were preventing trees and bushes from spawning properly
Reduced the density of tree populations to be around the same number as on main (roughly 25k) / bush populations remain mostly unchanged because they need more testing
WIP ECS affect bullets
AffectBullet ECS codegen: fixed some missing aliases / ECS methods
AffectBullet ECS codegen: almost there, missing some component fetches
AffectBullet ECS codegen: need to write back components, color3 convert
AffectBullet ECS codegen: fixed conversions
Refactored how ECS component fetches are generated
Call SetComponentData for written components
Working on GetTouchingEcsBullets enumerable
TouchingEcsBulletsEnumerable first pass
Some more missing ECS bullet aliases
Working through some final missing methods for ECS bullets
Fixed some parameters not using their aliases
More aliases for ECS bullets, added Flag attrib for optional components
Disable ECS codegen while baking legacy stages
Merge branch 'master' into ecs-affect-bullets
PxcCollideable / PlayerCollideable aliases
Added IgnorePlayerCollisionForKeyframe alias
Properly grabbing and transferring all relevant buffers now.
Added globalBillboard toggle to BushEntity
Better TreeManager (msg me when it comes to unfucking this upcoming merge conflict with HDRP backport, or just subtract this changeset)
StagAd placeholder prefab with the new AI setup on