138,844 Commits over 4,352 Days - 1.33cph!
merge from new_console-ui
Tweaked shared convar colors again
merge from waterwheel_deployable
merge from new_console-ui
Fixed inputfield culling issues after entering long strings
Console command list is now a UI_Window, some refactoring and cleanup
Added a fourth row to the hud components panel in the tools tabs
Fix LOD extents validation, causing rendering issues.
Changed color for shared convars
Fixed additional space for commands with no default value to show
Show [?] instead of nothing if the value is set by the server
Changed deepsea.enabled logs to normal logs
Console set its text size on init
[truncated] shows in yellow
Switch to BigEndian, fixes static
AAC is working!
Refactor the ShoutcastStreamer to support different underlying codecs, load the appropriate decoder for each stream
MP3 is up and running (already works), AAC is implemented but not quite working yet
Very experimental
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Fix craggy
Revert terrainHeights native array change
Init HeightTexture with mipcount 0
Adjust terrain cell border check
merge from main/waterwheel_deployable/waterwheel_sounds
merge from main/waterwheel_deployable
water wheel sound implementation polish
add water movement loop and wheel movement accents
Merge from child_dynamic_lods
Manually call SetEntityAndChildrenDynamic on TrainCar to catch any LOD renderers that haven't been marked Dynamic
Fixes some disappearing candles and junk in the caboose carriage and should be more future proof than just modifying the affected renderers one by one
Applied to NexusFerry as well as it had the same issue on the static boxes
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merge from render_pipeline_testing
fix error spam and water going invisible from water body mesh being null
Merge from main, lots of conflicts
All merged successfully except for syringe, used the version from main as that was recently updated
PlayerAnimation controller merged automatically, will need verifying
Added swimming sound events
Added locomotion footstep sound events
merge from main -> deep_sea_sleeping_bag
Bugfix(tests): ProjectileTests now pass
- Skip god mode overlay setting for local player in tests
- explicitly enable main shield collider after spawning
Tests: ran ProjectileTests unit tests
Bunny ears and onesie show in conveyor filters
Scale down waterwheel 80% to fit in 1x1
fix scale not working on prefab deploy guides
don't overly downsample shadow map for vfog
merge from world_serialization_high_compression
Fixed flickering being broken.
merge from Armored_ladder_hatch