255,955 Commits over 3,990 Days - 2.67cph!
WIP terrain tile set
wip terrain tile set
Safer handling of cpu support check
Disable warning 1591 in generated code
Some example comments
Force XML documentation generation
Basic support for summaries of members in documentation
Hapis inside terrain antihack false positive fixes
[D11] Add My Games filter from server OwnerID
Added RT_SIZE_REPLAY_SCREENSHOT, RT_SIZE_LITERAL, RT_SIZE_LITERAL_PICMIP
Readded Zeno Clash mounting, apparently the model pack exists in Tools
Fixed crashing issues with Entity.GetSequenceInfo and Entity.GetAnimInfo with out of bounds IDs (returns nil instead)
Added "anims" field to Entity.GetSequenceInfo, contains all AnimationIDs associated with given SequenceID (awlays a table)
▋▋▅▅▌▊ "▅▄▇▅▅▉▌▍ ▆▋▍" ▍▅ "▍▉▉'▊ ▅▄▉▄▌▅▋▋▉ ▌▌▌▄▌ ▉▅▅▄▌█"
[D11][UI] Hid unused options in options UI. Split showStanceAndBag up into 2 options
[D11] Fixed error spam in editor when accessing job handles array before calling complete on completed jobs.
Testing fix for crashes on AMD Phenom
[D11] [UI] Removed debug log message. Adjusted comment to be more descriptive in base stats class.
[D11] Enable Proper Package Flag
[D11][UI] Cosmetic changes to Pie menus. Changes to controller icons
[D11] [UI] Fixed research timer wrapping to new line in research table loot panel.
[D11][UI] Adjustment To building context
Merge IOEntity connection tool
[D11] [UI] Fixed text overflow/wrapping bug in item notifications.
Added a couple of profile samples on water system
[D11] [UI] Added solid background version of radial menu texture. Removed unused belt bar texture.
Briefly disable client side world item collider when they switch their parent (this prevents them from fucking up ragdolls)
Fixed cloudmovement convar NRE in console autocomplete in the main menu
[D11] [UI] Deleted unused UI animation assets. Renamed icon sheets and moved them to spritesheets folder.
Fixed inside terrain antihack false positive at cave_steps_down
Fixed inside terrain antihack false positive at cave_well_a
Updating Lodash vulnerability and Rust Blog Video
Build
[D11][UI] Cosmetic changes to the find/join game screen.
Better undo and redo support, support new prefab workflow, can raycast snap the last moved point by holding V
Increase min UI message time
Exclude human players from the wanted criminal ignore thing
First pass on a tool to connect IOEntity outputs in the editor
Cops ignore injuries and murders if the target is a criminal too. Removing "PastCrimes" as it's unused and, I think, also increased forever. Network++.
Better, less cluttered method for showing UI notifications. Queued instead of multiple at once.
A hack to check whether subscenes have finished loading...