255,324 Commits over 3,990 Days - 2.67cph!
mod reward text formatting
Giving Matrix() another matrix will now copy its values, instead of erroring
Format mod descriptions.
Blank mod slot tooltips now show "Empty xxx slot"
Disable SHIFT+F2 opening demoui in multiplayer
Restored Combine Soldier pain sounds
Inventory system, resource nuggets, helmet
Entity.Remove() will no longer try to make crazy physics objects non solid and crash trying
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Use expanded IPv6 format instead of shortened or weird IPv4 mapped ones
Better physenv.AddSurfaceData, util.KeyValuesToTable and util.KeyValuesToTablePreserveOrder errors in console on failure
[D11] - Cosmetic tweaks to HUD
[D11] [Audio] Checking in WIP ... Loopback is working.
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AI sense performance improvements at the cost of animals no longer sensing NPCs (but NPCs also no longer doing expensive visibility checks on other NPCs)
added mod icon to font
reworked soccer avatar platform
Avoid ghost split times overlapping
[D11] [Audio] Checking in WIP
[D11] [UI] Fixed forced disconnection popup translation.
Delete HDAdditionalLightData, AddiitonalShadowData before Light
Editing / tidy for base component prefabs.
[D11] Win64 client asset bundle fix
Disable SRP batcher cause it's broken on some devices right now
wip durability loss reduction new mod type
Reimport all shaders on build (hack/test)
[D11] [UI] Fixed missing tags on certain items.
[D11][#318] Fix for door placement issue
Stop NANs
Fix foliage shader double sided normals
Removed default alt inputs causing phantom UI inputs
Switched back to multibox pruning broadphase for better physics performance, particularly on the server
[D11] Fixed Lighting issues on Win64 builds at Dawn and Dusk. Added new option in debug menu to change server time to specific hours of the day rather than always to 8am.
Scene2Prefab saves prefabs individually again since nested prefabs had to be disabled
added collect cash tokens sponsorships
Added skin memory usage to print_loaded_skins
[D11] Debug jenkins win64 client build
[D11][#279] Fixed issue with quarry where mining belt would always be spining
Award any mod reward on sponsorship completion.
Show mod reward in news items.
Added split time differences to ghosts
Support forward and deferred
More render.* convars
Fixed foliage billboard shader
WIP sponsorship mod rewards/serialization/display
[D11][OFFSCREENPARTICLES] Broke the loddng, i'll fix it in a bit
Set sub category for ship transit room
Fixed several placement controllers processing rotations and failing
Fixed eyedropper working over multiple floors
Icon for floor upgrades
Replace with sick puddle with a standard cutout quad
Fixed some food props making people sick
Fixed gyroscope unlocking on game start
Fixed fires and water leaks not working in builds
Fixed heli collider layers, which fixes heli character vis issues.
Flickering, generally buggy character vis was caused by CullVisibleCharacters also checking triggers - for instance the interaction trigger capsule on characters. Unfortunately there is no QueryTriggerInteraction parameter for RaycastCommand, which we use for character vis checks. Instead, I've changed the global default to not query triggers, which disables trigger queries in RaycastCommand, and then combed through all existing physics commands to make sure they've got the right tigger setting (since many were using QueryTriggerInteraction.UseGlobal).