243,173 Commits over 3,898 Days - 2.60cph!
Reduced Electrical Branch minimum branch out power from 2 to 1
Push menu inputs when we don't have an input config to read
Same treatment to harbor 2
Extended build block area of harbor 1 to prevent cargo from crushing bases when docking
Prevented barrels from spawning underwater near harbor 1
Remove IGameInstance.InputSettings (not used)
GameManager -> Game
Use input actions instead of now gone digital action state stuff
Add gamepad navigation support to main menu UI and game menu UI
- Virtual cursor system
- Panel traversal system
Refactor: remove IVirtualCursor, IMenuSystem hook-ins, cursor razor component - add InputOverlaySystem which works in MenuDll and GameMenuDll, add RootPanel.Priority
Demote some new stuff from being public
Fixed overlay flicker when re-laying out (due to stuff being pressed on), don't set Style.Width|Height
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player update. spas,m4 and pump shotgun holster position edits
player update. exported pump shotgun anim set edits
organise twitch drops scene alphabetically
merge from HarborAudioFixFuture
merge from wavesofchange_monuments_fixes
Fall back to xbox glyphs (when using a controller) if we can't find one for our vendor
Add a bunch of missing playstation glyphs, changed X/B/A/Y glyphs to white
merge from tc_reskin_nre_fix
merge from CargoShipDoorFix
cutout in large rig floor LOD1 missing
small rig level3 LOD1 and 2 door cutouts
Added metal roof textures to radtown redux selectively
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Leaderboard backup, run #
10828
Screen space damage numbers
Added null check on CH47 scientist spawns, with error thrown if it fails. Plus minor edit where we were doing a redundant transform.transform
Commented out region ping spam in editor
Fix TextureSequence.IsLooping resetting to true because json serialize doesn't write defaults
Unchecked CanNPCOpen on cargo ship doors
Damage types + Get damagetype icon
EffectBaseComponent
Set up fire + electric test component
Display effect on enemy health bar
Missed files
Simpler fix, moving values to Awake
Merge HarborAudioFix -> Main
Fix rotate editor tool stomping scale
Thank god nobody was using these
Delete unused shaders/includes
vfx preprocessor auto includes system.fxc
Raw dog bindless API, we can build something higher level on top of this
Add SceneParticles.SetControlPoint for setting models
Reapply
95523 with compile fix
Remove old items
Clean up
Multishop
Randomly spawn the multishops
Fix missing textures when trying to query cubemaps from skybox, default value for EnvironmentMap should be thrown from lightbinner, not renderingpipeline
subtracting
95523 - compile issue
Attempt at a proper fix for the audio problems. Reverted previous temp fix.
merge from waves_of_change_hotfix1 - Fridays hotfix round
Limit number of simultanious cubemap updates on first load to not overflow transform count in large scenes
Remove S_SPECULAR_CUBE_MAP, stupid define, should just be S_SPECULAR
Extra checks on HandlePendingSwapChainResize, should fix device lost issues when trying to draw subsequently
Adjust number of threads on envmap filtering to avoid collision on accessing same source cubemap on per frame cubemap rendering, doesn't really slow this down