247,960 Commits over 3,928 Days - 2.63cph!
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Run S2P on relevant monuments
Panorama: always layout based on layout variables passed, ignore the parent size
Grid sizing fixes
Renamed LayoutTraverse to Layout
Added Button.Click
Property Section
PanoramaTest fixes
Added IconPanel
Some panel Props
Panel isn't deleted in finalizer
Update standard.less
Grid: Set Spacing to -1 for automatic spacing
icon Font
PropertySection open/close
Update BaseAccess.txt
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paddle vm animator blendtree updates
tweaked Kayak LODing distance
Hooked up axis parameters
Fixed non string properties updating every tick
Fixed crash when hotloading panels
Fixed some console labels
changing Grid properties call InvalidateSizeAndPosition
Added PropertySheet/PropertyField
GridTest uses PropertySheet
PropertySheet styles
Fixed panels not getting collected
vm paddle animator blendtree test
Reduced paddle crafting time
No longer find healing tea in food boxes
Reduced Paddle melee damage
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vm paddle anim updates, added ironsight & camera shake to throw
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Merge from heli_global_toggle
wrapping up the boat shop emblem prefab LOD setup
Fixed third person paddle anims not working when using the mouse input
Added pickup support for water purifier (requires hammer, building privilege and both water barrels to be empty)
Merge from demo_filestorage (signs should now appear in demos)
Clear file system cache in ClientCleanup instead of DoClientConnected
Merge from Main -> DestroyableRoadsigns
Fix cockpit module glass not showing its damage effect
PxcEffectFlashLineSequence
flash lines can be disconnected
flash line sequence flipX/flipY
storm line sequence
Merge branch 'asset-bundles' of SpaceUsurperUnity into asset-bundles
invasion easymode folders
Adjust drive force rolloff
Code review: Switch screenshot render texture to use GetTemporary/ReleaseTemporary
Tweaked physics forces applied when paddling backwards
Added a lerp to the animation transitions for paddling to make things look a bit less sharp when transitioning from paddling to idle
Disabled some kayak looping audio
Added passthrough output to door controller.
Tweaked IO socket positions.
Increase minimum node size
Exposed the action string field to the dialogue graph blackboard
Newly created nodes now have a shortname assigned (a short name has to be assigned for connections to save)
Make multi-engine vehicle a little slower, since they end up so hard to control on Rust's landscape
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Fixed Hammer not loading vgui language files
Fixed certain labels/buttons in model picker being cut off