250,305 Commits over 3,959 Days - 2.63cph!
Add a delete button so lewis can hook thins up nicely
Fix rounded corners at bottom of the preview image
Update the server connection info when pairing a server that's already paired
Tick rate adjustments, don't immediately switch to error screen
Started big refactor
A little more cleanup
Fixed phantom shadows in VerticalSelector shader
Started rewriting vertex adding / removing
Create new vertex when half-edge widget is grabbed
Snap new vertices to the grid
Vertex creation refactor
Hooked up DDraw renderer and removed test script
Converted all DDraw objects to use DD calls.
Add a warning to check if PersistentModel is saving very large amounts of data
Remove debug
Add a cooldown before assigning a new task to the same player
Fix ToggleSwitch glitching out on load sometimes
Cleaned up the custom pass class
Renamed and moved ddrawrenderer
Show a message when the page would be blank
Add dev menu button to open the unknown server modal
Created a basic replacement for GL calls to get DDraw working again
Show the server name in tab headers instead of a redundant tab title
Move everything into its own tab and make it more functional
Revert to old method of receiving headshot sfx
hunter dragging vine
better string sprite
dragging status caused by bullet
Fix update and logout button height
Merge from cinematic_tools
Saved camera debug positions are now in the /camsaves directory rather than the root of the project/build
Fix server images looking very dull
Fix server list issues
Fixed water purifiers not correctly clamping the input amount
Fixes incorrect conversion values when feeding in water to a purifier
Use the same wrapper for the vending machine markers as the one used for player cluster markers
Fixed AssetBundle errors in Standalone
Powered Water purifier now decays outside of building privilege 8/8
Electrical heater 75 scrap to research
Powered Water Purifier 75 scrap to research
Fixed issue with non skinned mesh wearables not getting added to LODGroup properly. Also optimized LODGroup rebuilding a bit.
[D11] Disable debugcamera controls when dev tools is open
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Fixed error spam if Pxc_Texture overlay is missing
SfxManager loads after global assetbundle is loaded
ProgressionManager updates after global AssetBundle is loaded
Fixed error spam if CoreLayer texture is missing
Fixed FindAssetEditorFallback
Fixed a few more AssetBundle errors
ENT:StoreOutput() works for newer Source Engine map IO format
[D11] Disabling asset stripping in release server builds.