239,211 Commits over 3,837 Days - 2.60cph!
Re-implement kill / objective rewards
Fix player joined chat entry being doubled
Addition of compute shader version + minor changes to PS shader version and UI
ditto
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Fall back to UnknownStackLineHandler if file name is missing
Fixes ILHotloaded method stack traces showing nothing at all
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Make Gizmo.Control.BoundingBox much more visually simple
Json Serialize Sphere properly (!)
Gizmo.Control.BoundingBox - adjust depth bias so we can always touch the handles through geo
This reverts
Expose NavAgent.Velocity setter
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Increase unlock timer from 5 to 60 seconds to match design spec now I'm not unlocking them constantly in dev.
Added handcuffs.UnlockDurationMultiplier replicated var to save time when testing.
add support for multiple scene views, orthographic scene views, and configurable grid axis
add keybind to cycle camera plane around selection
refactor bits into SceneEditorViewport, re/store gizmo settings alongside viewport cookie
rework to single layout and splitter, disable new tab creation for now
add support for per-widget toolbar actions
save/restore sceneview layout
move viewport/instance gizmo settings to EditorCookie from ProjectCookie
move save/restore viewport cookies to addon space
no reason to copy+set camera transform anymore
use active SceneOverlayWidget directly
use a single toolmanager instance
fix nudging
remove some global gizmoinstance refs
tuck camera alignment shortcuts away in camera menu
maintain layout config when toggling viewport fullscreen
remove log
camera fixes: make orthographic clipping more predictable, add smooth(er) perspective/ortho transitions, fix gizmotest widget, reenable scene camera copy
add setting to lock scene camera rotation
fix incorrectly sized gizmo hitboxes in ortho view
replace remaining direct scene camera transform accessors
tweak sprite gizmo hitbox scale in ortho views
cleanup scene tick/draw flow with multiple viewports
replace legacy global GizmoInstance
snip unneeded multi-tab leftovers
use state/gizmo settings for scene view control
replace remaining ray length with Gizmo.RayDepth
don't try to save scene-specific viewport config for untitled scenes
use alternate check for IsUnderMouse
move viewport settings to ViewportState from GizmoSettings, use shared gizmo settings for all viewports
shift camera settings to EditorPreferences, simplify viewport options
restore single EditorScene gizmo settings
revert camera extension changes, fix pan and orbit zoom, tidy
use hammer's linked splitters for uniform viewport resizing
Misc fixes
Move EnablePostProcessing from GizmoSettings to ViewportState
Default each viewport to a unique perspective
Fixed held (but unlocked) handcuffs keeping your inventory locked after surrendering.
Disable UIBlackoutOverlay if in debugcamera
Update RustNative.h to latest version
Merge branch 'master' of Facepunch.Raknet
Expose Sphere
Add ControlSheet.CreateLabel( SerializedProperty property )
Add [InlineEditor], which will make structs editable inline when applied to a property
Improved monument splats/biome/topologies
Enabled topology override
Fixed flipped normal map on brick pile
Add Editor.FileSystem.Config
Add string.GetFilenameSafe()
Layouts are stored in game/config/editor/layout/
Add/Update default layout
merge from fluid_push_max_output_increase
Merge from wire_slacking/optimisations
Fix insufficient array lengths when dealing with wires > 20 points (not just a creative mode issue, some monuments like airfield have static connections with quite a few points)
Pan/zoom mostly working now
Fix sidecar passenger being able to drive, fix motorbike fuel storage bounds
Added invisible pipe option to industrial connections
Set up motorbike speedometer
Implemented motorbike fuel gauge and needle shake
Can now build building blocks of any skin/grade in free build mode
Fixed not being able to freely upgrade building blocks in prevent building volumes
Turret laser FX.
Neon texture adjustments.
Added neon emission to lighting prefab.
Removed the hold shift to make invisible IO connections
Added a new invisible colour to the IO colour wheel when in creative mode, this feels a bit neater and allows the directional line to appear while in TC range of invisible wires
Currently supports electrical and fluid
Unlimited IO creative mode now clamps the maximum length of an IO connection to 200m