248,559 Commits over 3,928 Days - 2.64cph!
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Added new static variant of elevator for use in monuments - elevator.static.prefab
Requires floor information to be manually input on the prefab (IsStatic, StaticTop and StaticFloor fields)
Doesn't spawn the sub IO entity so doesn't require power, all of the elevator blocks are still IO entities so they can be hooked up to static buttons
Firecracker default BP + Craftable
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Hammer: Added extra width to the right side toolbar so Auto visgroups can fit without a scrollbar
Removed manually written BulletSystems
Added BulletSystem support for per-update circle radius
Support for volleyNum and patternNum in BulletSystem codegen
Started work on generating BulletSystem event handlers
Finished off BulletSystem callback codegen, added OnHitPlayer support
Adjusted the Texture Application Tool UI to fit longer texture names
Merge item icon colour bugfix (introduced in #5156)
Subtracting hacks / workarounds from
58587 &
58591 since they broke a bunch of stuff, will need to try again a different way
DTextEntry removes its autocomplete menu when the text entry itself is removed.
Make the message "CTextureAllocator::GetTextureRect has invalid texture handle! Expect crashes!" not as spammy
Better handle invalid textures handles when shadow rendering
Add a potential infinite loop prevention due to shadow rendering
Fixed start and end priority not always working correctly
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Support for second stairwell type
Support for distinct start priorities of corridor pieces (can be different from mid / end priorities to prefer a certain piece at the start)
Tunnel corner model fixes
Add Lunar New Year menu logo 2021
Update menu videos
Hammer: Fixed multiple crashes due to .fgd BaseClasses being redefined with fewer variables than they had before
Fix tabs on Rust site
BUILD
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updated corridor_stop_transition prefabs to reflect changes
added stairwell_bottom_90 to help with the corridors placement
overall progress on meshes
LODs/COL/Prefab setup for tunnel corner modules
Pick the best possivle station prefab, instead of picking the first one that fits
Added DungeonLinkBlockVolume to discard station prefabs that would intersect with the above ground station stairwell
Updates / fixes for holosight and simplesight prefabs
Spherical harmonics updates / fixes
Option to skip prepass if needed.
native struct RnCapsule_t is Capsule
Bind CollisionProp.SetupPhysicsFrom*
Added PhysicsGroup.SetSurface( surface )
Added ModelEntity.SetupPhysicsFrom(Model/AABB/OBB/Capsule)
Create sea physics object