248,600 Commits over 3,928 Days - 2.64cph!
Refactored the fix for sleeping buoyancy
Topo mask changes to fix some fields that weren't receiving all field spawns
Fixed flickering wires/bolts in overpass
Fixed wires clipping through the wall in tjunctions
Slightly increased LOD dinstances on t-junction walls to help with wire clipping
Remaining puzzle additions for patch. All corners of the map now given equal red card rights, give or take.
Remove some massive unused compiled textures
Remove references to Reflex Sights
Remove old SSAO
Readd editor visualization shader source
Keep scalable ambient occlusion code so it's convars are still referenced, even if it's stubbed out
Strip out more HLVR code from our renderingpipeline ✂
Only try generating dungeon navmesh if dungeon exists
Floodlights_B variant of Floodlights_A without concrete/terrain base
Alternate versions of Pipe_cover_left from the launch site for Junkyard
Junkyard - update with new prefabs
Fixed SlotMachine navmesh server error
Re-applied bug fixes to trainyard and cave_entrance_a
Will need a S2P for caves
Junkyard terrain splats painting - composition/framing improvements
merge from /slots (minor updated payout sounds)
Added the shredder and crane to the new junkyard - terrain rework to integrate it better and allow for ample room around crane to maneuver
Adding Crane magnet and Car shredder from vehicle branch
Extract it properly (I think)
Extract modular vehicle roughness map
Refactor gesture logic into it's own script and better track progress/start/stop on the server
Make id's for all gestures, send those instead of strings
Split car components into separate files
Add Circle and Sphere to DebugOverlay
Cache all gibbable GetComponents in AttributeSetup, saves time and garbage allocation during gameplay
Revert to old item colouring on slot machine loot panel
Added a loot panel name for some more scientist corpses
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- Fixed bad protobuf compilation (merge issue?) causing train throttle to show as zero for new clients who entered network range
- Moved some throttle control methods
Requested: Increase hazard warning activation minimum speed. Now doesn't activate until the driver's train is travelling at 4.5m/s (was 2m/s), which is above the Low throttle setting speed
sliders stage setup
fix ballpit menu music error
add quad & sliders to campaigns
campaign menu bg colors
credits menu core
Bail out if GetTotalPushingMass gets too recursive
Get pitch, yaw, roll from Rotation separately
Fixed the wildcard entry on the slots payout widget not translating properly
Cancel the ActualDeath invoke if the work cart is repaired
Fixed the first slot machine that loads on the client having incorrect material applied to payout sheet
Revert ShowPushMenu back to IsStationary
Use velocity instead of rigidbody sleep state when allowing pushes on boats
If work cart travels very fast on listen server, the server side train sometimes collides with its client side self, causing massive damage. Stop hitting yourself.
Early exit from SpawnGroup if there's no terrain (fixes NRE)
Add Rotation From Pitch/Yaw/Roll for when you don't need/want to create Angles
Add thirdperson orbit mode (mostly for debugging)
Fixed some of the new junkpiles throwing NREs - Adjusted AI obstacles
Move Sandbox.Shaders to base addon, remove test shaders
Strip SM30 and deprecated shaders
strip SM40 shaders that have 50 variants
Remove vr_ prefix from shaders except for actual virtual reality related shaders
Compat layer for existing assets that use old shader names
Remove deprecated shaders from source as well to tidy things up, we can reference them still if we need
Remove prefix on source as well