248,553 Commits over 3,928 Days - 2.64cph!
refining greybox set - stairwell and surface building
Further defined player spawn parameters so that you don't spawn on secondary islands, or where you need to run far to bypass cliffs
Disabled miltuns again for debug
Hapis: Fixed a bunch of procedural spawn issues, such as Field/Monument masks being blank
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Fixed dev_preview particles
Potential fix for OSX crash with workshop when joining servers
Undo changes to "ai" SENT's OnTakeDamage
Pull Requests:
* Fixed a comment
* Fixed DCheckBoxLabel's vertical alignment of the label
Fix label PerformLayout in DCheckBoxLabel (#1767)
Update admin_functions.lua (#1768)
Fixed changelevels not working due to recent signonstate changes
Fixed a regression where map spawned hls weapons are sometimes broken
Fixed def errors
Added bind friendly MeshSystem.CreateProjectedDecal
Actually fuck that, I don't want to compile the whole engine again
InteropGen - reduce span so we can see errors
Handles
Update sceneobject.def
Update Handles.cs
Update SceneObjectFlags.cs
SceneObject Get/SetBoolValue
Decal cleanup
Merge branch 'master' of sbox
Don't let delivery drones fly underwater
Fixed the local build scripts
overgrowth materials color tweaks
Updated dungeon_grid_test scene to also spawn the full intersection
Fixed stairwell code regression that was causing corridors not to connect perfectly
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Tweak speeds, tighten timeouts since they were excessive
Using int shader property ids instead of strings.
Make delivery drone motors spin CW and CCW instead of all the same way
Assign sounds to the other drone so it doesn't spam NREs
Remove conditional networking for market terminal orders (Maybe fix for "waiting for x deliveries" message not appearing?)
Added a DisableWithMainMenu script, added it to the quit and suicide confirmation panels so they close properly if closing the menu with them open.
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More motion vector fixes, some tidy up and fixes. Added the ability to opt out of system.
Fix player position marker not scaling correctly on map views (MapInterface had a MapScaleIndependent component added onto the marker)
Adjusted 180 degree turn prefab so it doesn't clip the stairwell piece
Removing unused corridor prefabs
adding stairwell elevator, refining other pieces
Adapt sunLightObjNative to definition change
Implement conversion from Angle to forward Vector3 and vice versa
Finish base API for Light
SunLight base for directional light
Light cleanup
Cbasemodelentity def cleanup
Fix light types
Merge branch 'master' of sbox
Stairwell bottom piece socket update
Prefab updates to support stairwell pieces
Code changes to support stairwell pieces
shortened the stairwell bottom piece transition tunnel by 1.5m to make it 6m from pivot
Add types for AnimSceneObject, SceneParticleObject
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Make GetManagedType, GetManagedHandle const
Child handle types return handle class instead of native class
Merge branch 'master' of sbox
Implement RecalculateDerivedValues and boilerplate in C#
Move lighttype enum to engine, document light and iterate it a bit
Merge branch 'master' of sbox
Typo