224,214 Commits over 3,684 Days - 2.54cph!
downsampling textures in PS for better visuals (unity's downsampling is crap)
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PropertySheet { init; } properties are read-only
Fix choppy Input.Pressed outside of Simulate (e.g FrameSimulate or UI Tick) when FPS was lower than tick rate
Fix Asset.Package not being immediately available
fix for deployables socket angle rejection not working on adobe roof
Validate cloud assets on first access
Fix AssetList calling OnPackageSelected instead of OnPackageHighlight
Preview in inspector when selecting cloud assets
Wrap map entity in a static EditorEntity class, expose if it's selected, transform, etc. usable within game code.
Warn about missing input actions once
Fixed documentation of Compiler.Name
Failing test reproducing #996
Don't automatically update account information when adding favourite
Don't update collection list on favourite changed if not a collection change
Final Phrases + codegen checks
network++
merge from wipe_timer_improvements
merge from stash_deploy_fix
merge from building_skins_3
merge from nuclear_missile_silo
nuclear_missile_silo/flyby
merge from building_skins_3
fixed PTZ camera not deploying on adobe ceilings - socket tolerance issue
Hammer: managed traces add their trace info within list of native Hammer traces, can order themselves alongside native traces so we don't cock block others
Leaderboard backup, run #2713
Proper local/world space movement input
Don't show "Killed By" in the death info if there's nothing to put there. Replace the "With a..." header with "Killed by..." instead. This is all working but has broken the animation a little, so branching for now.
Vertical camera movement
UI help
Improved death screen info if killed by silo hatch damage trigger
Initial commit
Project commit
Remove duplicated scripts, add simple test scene
Move and simple camera control
Rotation, aims
Raised default ragdoll and corpse sleep thresholds
V 0.3.1. Don't show main view colours over the whole width, just the first 20px
Merge branch 'main' of rust-vs-extension
Change the up/down button lighting in the elevator if the elevator can't move in that direction
Added FixedUpdate to Client.cs and a static BufferList or ragdolls on the client. Call Ragdoll.SyncPosToPin each FixedUpdate tick. Avoids needed a FixedUpdate on every Ragdoll, which is slower than calling items in a list.
Afterglow stuff & scene backup
Add binding & action for menu chord
Left Trigger + X on touch, Left Trigger + Left A on knuckles
Interop OpenVR digital action data for menu bindings
Bind ComputeOverlayIntersection
Switch to local transforms for hand info
We want these to be local for as long as possible, because we want to do
any transformations to account for the anchor position in managed
Fix for high orientation & ground fx WIP
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Fixed some priority issues
Office elevators in NMS no longer have the go up/down a floor option, they only show the go to top and bottom option
game.CleanUpMap respects EFL_KEEP_ON_RECREATE_ENTITIES
Fixed game.GetSkillLevel always being forced to the value of 'skill' cvar
Also fixed the configs not being ran on change
Add HL1 skill cfgs
Add wipetimer.wipeUnixTimestampOverride for manual control over the wipe timer
Orientation improvs / backup
Make util.IsOBBIntersectingOBB shared
Apply cyclic parent hierarchy fix to clientside SetParent
Fix file.Find ignoring "Copy (" files
Entity:SetHealth works clientside (for prediction purposes)
Added ProjectedTexture.Set/GetLightWorld
merge from nuclear_missile_silo
merge from nuclear_missile_silo/flyby