249,955 Commits over 3,959 Days - 2.63cph!
Additional sweep over props folder uncovered some left overs
More props, fixed some shadow casters, added some exclusions from HLOD on longer distance props
add support for multiple scene views, orthographic scene views, and configurable grid axis
add keybind to cycle camera plane around selection
refactor bits into SceneEditorViewport, re/store gizmo settings alongside viewport cookie
rework to single layout and splitter, disable new tab creation for now
add support for per-widget toolbar actions
save/restore sceneview layout
move viewport/instance gizmo settings to EditorCookie from ProjectCookie
move save/restore viewport cookies to addon space
no reason to copy+set camera transform anymore
use active SceneOverlayWidget directly
use a single toolmanager instance
fix nudging
remove some global gizmoinstance refs
tuck camera alignment shortcuts away in camera menu
maintain layout config when toggling viewport fullscreen
remove log
temp disable copying from scene camera
camera fixes: make orthographic clipping more predictable, add smooth(er) perspective/ortho transitions, fix gizmotest widget, reenable scene camera copy
add setting to lock scene camera rotation
fix incorrectly sized gizmo hitboxes in ortho view
replace remaining direct scene camera transform accessors
tweak sprite gizmo hitbox scale in ortho views
cleanup scene tick/draw flow with multiple viewports
replace legacy global GizmoInstance
snip unneeded multi-tab leftovers
use state/gizmo settings for scene view control
replace remaining ray length with Gizmo.RayDepth
don't try to save scene-specific viewport config for untitled scenes
use alternate check for IsUnderMouse
move viewport settings to ViewportState from GizmoSettings, use shared gizmo settings for all viewports
shift camera settings to EditorPreferences, simplify viewport options
restore single EditorScene gizmo settings
revert camera extension changes, fix pan and orbit zoom, tidy
use hammer's linked splitters for uniform viewport resizing
Converted deployables prefabs to MeshLOD when possible to do so
Fixed convar defaulting to disabled instead of enabled
reapplying
98204, stomped
merge from fix_barricade_building_error
merge from fix_icelake_building_blocked_preview
Leaderboard backup, run #
12258
Added SuppressEyeMovement animator state behaviour, disables eye and eyelid movement while the state is playing and it's layer has >0 weight
PartyRoom - run tick at set interval, cache owner
Add Panel.ToggleClass
Remove ButtonGroupConstructor
Can change party title, capacity, public state
Fix weather effect error on quit
Pedal trike driving/physics work
debug.FakeSpeechPlayer now works in live gameplay (still admin only)
Trike wheels and colliders
Fixed positioning on sand trails.
use async to check for matches
remove CardBehaviour
trumpet reveal
stage init changes
level label
original cardtype
OnTurnStart
pawn movement, don't show message for unrevealed cards
Add URL support for community market skins from before our newer skin system
Merge from techtree_workbench_multi_access
Merge from fishing_changes_june_24
Trout and yellow perch bait value reverted to 10, 1 stack size
Ensured translated ammo name and proper type is passed
Raw fish is now worth 0.5 bait and can be used in stacks of 3 (max 1.5 bait value)
Catfish, orange roughy, salmon and small sharks now have a bait value of 0 (eliminates possibility of losing a valuable fish for a lower value fish)
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Tech tree panel changes
Rename the tabs from Tier 1/2/3 to Level 1/2/3
Reduced the size of the close text slightly
Don't show the button at all for tech trees that the current workbench can't access
Ammo count and type of ammo is now visible in the tooltips of vending machines
Trike DoPrepare + manifest
Combine PedalTrike LODGroups
Combine PedalBike LODGroups
Raise water detection level on the push bike
Fixed WaterDepthMask not deregistering the mask when a boat is placed in a scene before the game starts (only relevant to dev work)
Add marker panel more reliably
Fixed crosshair friendly trace including the wrong tags
Rework marker system, don't iterate through all marker objects every frame, handle lifetime properly
Expose separate friction and acceleration values for crouch, slow walk, etc
Add hc1_debug_units, to see speed in units