248,625 Commits over 3,928 Days - 2.64cph!
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Spell achievement correctly
Update AchievmentUnlocked message with scores, counts
Achievement unlocked popup
Leaderboard backup, run #
13780
Improved rain visuals immensely.
Constrain gamepad input dropdown to screen
Fix NRE when updating from prefab
Merge from /naturetonetests:
-Very mild ground_plants, mushroom, hemp and potato mat tweaks for color consistency & harmony.
-Optimized wood piles
-Adjusted some tree MIPs for a less blocky look from a distance.
Various minor ground foliage tone adjustments for constency/harmony.
Optimized legacy wood pile textures.
Make sure components are using IsValid too
radtown_npc_drivethrough -> world_update_2
Prevent log spam: 'Trying to set velocity on kinematic body'
Send over spline interpolation speed to the client to ensure sound plays as normal when moving along a spline
radtown_npc_drivethrough -> world_update_2
Fixed client compile errors
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Travelling Vendor Radtown Drivethrough~
- Vendor now correctly follows a spline based path through Radtown upon entering
- On leaving Vendor goes back to its normal duties
- Added fake slowdown/speed up to spline transitions
- Added bunch of properties to SimpleSplineTranslator
- Fixed bugs causing it not to recognise the proper end of its currently traversing spline
Added offset to spline translations.
Adjusted vendor ride height on splines to 6.5 units
Added methods to look ahead in spline translator. Lets us ignore inaccurate tangents and just manually look ahead to calculate proper forward.
Override vendor steering after starting spline movement
Only apply downforce and regular steering if not following a spline
Spline translator returns global position by default.
Requires spline argument rather than spline data
Travelling vendor sets up spline translator on first entry to radtown
Wrote a kid friendly spline translator that works with arc length. Can traverse world spline data at any fixed speed with support for looping.
Use !IsValid instead of == null or is null for any IValid
Use !IsValid instead of == null or is null for any IValid
Use IsValid instead of != null or is not null for any IValid
Use IsValid instead of != null or is not null for any IValid
Fixed tooltip characters briefly appearing as blocks when opening
Further ground foliage tone tweaks.
Mip coverage tweaks on tree billboards to mitigate some of the blocky look.
Add AchievementService.ClearPlayerPackage
Add info to adx on unlock
TTT: fix and optimize traitor button rendering (#2111)
- Prevent the highlighted button from redrawing for every button iterated through afterwards
- Don't draw an unhighlighted button if that button is highlighted
- Reset button texture after drawing a highlighted button so that other buttons don't appear highlighted
- Fix param translation text causing forced additive rendering
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Can upload achievement icons
Default icon, achievement score
Show score on sidebar
Add achievement count/score to packageusage
Added s&score
Leaderboard backup, run #
13764
Achievement list on packagemodal
tweak menu transitions
Changed a few occurrences of ToolTip text setters to use the new SetPhrase method when possible
Added a SetPhrase method for tooltips so they're acting similar to RustText
Changing language or setting its phrase will now update its content
Add RunEvent<T>
Sandbox.Services update
Add Sandbox.Services.Achievements class
Menu listens for Protobuf.AchievmentMsg.AchievmentUnlocked messages
Latest api models
Add Package.GetAchievements()
Update IAchievementApi
Grab achievements when starting game
Add Sandbox.Services.Achievements.All
When stats are incremented their values are updated locally
Latest achivement api
AchievementCollection, stat based fractions
Latest achivement api
AchievementCollection, stat based fractions
Fix achievement api
Fix unlock date not being null
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Wolves will not bother howling if their prey is unreachable
Wolves will favour targeting players over other NPCs unless the other NPC is way closer
Add more achievement options
Leaderboard backup, run #
13756
Proper fog TAA with ping-ponging accumulation textures