248,731 Commits over 3,959 Days - 2.62cph!
Add a hint message explaining how to edit/delete devices, add a button to remove all 'no response' devices
Nixed some deprecated scripts.
trench difficulty scaling
onion pattern diff scaling
Miltun: Various bug fixes and iterations. Converted env FX. Scene2Prefab.
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new language stuff
DModelPanel clears depth automatically
Fixes visual artifacts but may cause issues with stencils fingers crossed there will be none
DCollapsibleCategory now can customize its headersize properly
And DCollapsibleCategory works better with derma skins
Thruster sound changes
Makes it reliable to ensure the sound stops when it needs to.
Fixed NPCData.Weapons not counting as valid weapons
Fixed Lost Coast's fisherman not having his harpoon
"Spawn with weapon" feature for NPCs in the spawnmenu
Many fixes for custom spawnlist stuff
auto refresh no longer breaks saving/restoring
it no longer auto selects hidden spawnlists
other minor fixes/improvements
PlasticSCM is a horrible piece of software
merge from main 2, hopefully this doesn't explode
"Spawn with weapon" right click option for NPCs that can use weapons
Autorefresh no longer breaks spawnlist saving/reverting
Spawnmenu now selects the first VISIBLE spawnlist, used to select hidden spawnlists
Other minor improvements for the whole spawnlist reverting/repairing system
Translations for "spawnlist requires game X" tooltip
Fixed Alyx's Gun sounds not working without Episode 1 being mounted
Added DCollapsibleCategory.Get/SetHeaderHeight
DCollapsibleCategory works better with derma skins
DModelPanel clears render depth automatically fixing weird artifacts when 2 or more DModelPanels are on top of each other
Added DFrame buttons to DefaultSkin.png
PropSelect.AddModel(Ex) now returns the icon it creates
Added prop select model icon creation returns created icon (#1703)
wooden buildings and fishing village scenes - end of week backup
trench expanding diff
trench pattern diffs
Merge branch 'asset-bundles' of SpaceUsurperUnity into asset-bundles
fix baking error
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Now using KokkuGames/PostProcessing/tree/kokku_opt for post processing
Slight background optimisation
Started on player trail rewrite
New trail base colour
Color / alpha gradient for new trail
Got rid of old trail
Fixed trail resetting
Player trail fully fades out again
Switched to LineRenderer from TrailRenderer for new player trail
Started re-implementing rope visuals
New rope color / alpha gradient
Removed old Rope rendering code
Clean up ropes when changing stage
Fixed rope bloom
Profiling fixes for Switch
Rope bloom can now be stronger
Removed testing value from rope bloom
increased rope active glow
Fixed "Other" category timing when profiling
Don't bake easy campaign when baking redux
Merge branch 'player-trail' into asset-bundles
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increased rope active glow
Removed testing value from rope bloom
Fixed two cases where roof eaves conditional models would not show even though they should, resulting in gaps (server side fix)
Rope bloom can now be stronger
merge from ddraw_init_optimization
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Fixed growable entities updating their quality twice when consuming water
F9 screenshot button now sets branding convar back to what it was, rather than always enabling it
Added support for multiple colliders per gib (useful for primitives), and updated server gibs to allow for primitive colliders as well.
Add support for gibs to use the colliders they have on their original prefab, including primitive collider types. The physics material is now also assigned, plus a small amount of drag.
Liquid Containers will now automatically evenly distribute their water between up to 3 connected liquid containers
Liquid Containers now cache the targets for pushing water instead of calculating/traversing the IO system every time they push water
Reworked military tunnels for new style interior volumes
Subtract
53586 (already getting pooled on a different branch)
Merge from Main -> GeneralBugFixes
Profiling fixes for Switch