255,066 Commits over 3,990 Days - 2.66cph!
Disable TechTreeElement custom editor, was breaking Entity Selector attribute
More navigation fixes for floors
Disable elevator
Cleaned up some input, Escape now cancels out of UI panels, Tab/Shift+Tab moves up down in floors, can hold LShift and scroll to change floors
First pass on exposing floor placement for players
Adds a floor upgrade option to the structural section of the build menu
WIP UI when building floors
Merge updated ghost detection
removing some unused textures
re set pc texture compression on unit textures
simplified UI unit shader, adjusted the glow color as the UI doesnt have glow post process anymore
rerender unit portrait so they are all consistent, as the jumper and icer were rendered in lwrp (no AO on them tho)
Fix super weird compiler bug (I think)
Removing most of my ghost check logs. None of them ever triggered except for the ones that I've left in, one of which successfully busts (destroys) ghosts.
Mostly completed a basic helicopter model. Will convert from Blender to another format when done.
Fixed some divergence warnings
Added command line option to unlock all levels
Fix build errors in standalone
Initial terrain editor and support for multiple material blending on terrain by using weightmaps
Fix terrain creation using incorrect number of verts
Merge branch 'master' of github.com:Facepunch/SandboxGame
Add function to edit terrain weightmaps at runtime. Add temp terrain tool to test painting.
Merge branch 'master' of github.com:Facepunch/SandboxGame
Add function to get terrain weightmap data from a region of a layer
Unlock weightmap mip data once finished reading from it
Fix weightmap sampling
Use dev dirt/grass material blend to test terrain painting
Fix procgen after the terrain maps get unloaded
Reapplied
35876 + lightLOD NRE fix
Install SteamNetworkingSockets events when initializing SteamServer
Merge pull request #269 from laurirasanen/master
Install SteamNetworkingSockets events when initializing SteamServer
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WIP lazy loading monument terrain maps, also unload them when finished loading the map
Added some extra resolution options
Merge branch 'master' of SpaceUsurperUnity
subtracting
35876 due to errors
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fixed some trophies broken materials
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Fixed holosight scope glass
Prevent object is active or not active and is being active or inactive errors on close
Prevent animator warnings on spawning doors
Removed a ton of PostProcessing effects we're probably not going to use again
Removing some shaders that we're defo not gonna use
oil rig scientist loot nerf
misc testing changes
Merge branch 'master' of SpaceUsurperUnity
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Added ignoreNullRef support to CallMethod codegen
Some minor navmesh changes and additions from CS:GO branch
CNavArea.IsBlocked 1st argument is optional
Added CNavArea.AddHidingSpot( pos, flags )
CNavArea.GetHidingSpots how has an optional 1st argument = flags
added invisible_collider & prevent_movment_volume prefabs for map makers