195,262 Commits over 4,079 Days - 1.99cph!
merge from wallpaper_nre_fix
Fixed wallpaper switching to mode 0 when deployed looking at an invalid block
merge from swapseat_hotbar_fix
Compile fix, forgot to save a file
merge from swapseat_hotbar_fix
Block belt input if you're swapping seats. Prevents seat switching keybinds triggering the hot bar selection
Also fixes a longstanding double viewmodel issue when switching to the driver seat and deploying an item at the same time
Ensure assembly resolver is disposed of properly. Prevents our stream from staying open and throwing copy errors.
New Weaver (Build & Editor)
More reliable editor behaviour when swapping between build define symbols and scripts
Some weaver cleanup and renaming
Store progress: pack pages, featured pack system
merge from main/sound_misc_may_2025
water light/med footsteps use foostep-med sound template
fix water jump start/land effect prefabs not playing sounds
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remove Bush from validImpactLayers on player_model BaseFootstepEffects (fixes wood footsteps playing when ray trace hits the collider that hides bushes under construction)
UIVol mixer parameter (missed file for CS 122467)
reduce falloff distance on compound bow handling sounds
molotov uses correct 3p deploy and aim sounds
Prototype showing party members at the top of the friends menu
- hacked friend code slightly to make it work
- will integrate with friend code properly if it's confirmed to live in friend menu
- subscribe to a bunch of "OnLobbyMemberChanged" hooks to ensure the UI updates when players join / leave the party
- refactor LobbySystem class so all logic has to pass through it instead of directly accessing steam's lobby class
game volume slider also affects ui sounds
Menu header buttons juice
Abyss Containers - Tweaked textures and seaweed on the vertical version. Added horizontal version as a copy of wicker barrel, updated model and textures to the proper ones, setup prefab with materials and seaweed, setup wind shader support for both variants, created new seaweed material with different wind shader parameters, re-ran manifest
Added support for animation curve easing in FlexTransition
Floating city greybox progress
Update RPG Launcher model
Added a few new sequences to map to view model activities, fixing the muzzle flash when drawing the weapon or when player shoots it
Remove game_text debug prints
Added Color:Copy method (Community Contribution)
Truncate killfeed names to 512 bytes to prevent overflows
Lets try registering private animation events as client events too
Removing more unused convars
mp_autocrosshair, mp_allowspectators, mp_friendlyfire, mp_fadetoblack
Removing more unused convars
mp_chattime, mp_waitingforplayers_time, mp_waitingforplayers_restart, mp_waitingforplayers_cancel, mp_clan_readyrestart, mp_clan_ready_signal, mp_readyrestart, mp_ready_signal
Remove more unused convars
mp_forcerespawn, mp_fraglimit
Setup collision & layers when finishing boat building, fixes a bunch of issues and player built boats now interact with other physics vehicles.
Test changes on just hull_square for now.
Added BoatBuildingBlock.
Refactoring, added store item grid
Code refactor:
- Changed to using string interpolation instead of concatenation.
- Use StreamWriter instead of File.appendAllText.
- Moved string creation process from LateUpdate to StopLogging to reduce GC.
- Call StopLogging in OnDestory().
updated small bullet container
now has lods - uses MeshLod
Reduced texture sizes
Added back SpatialEnvironmentVolumePass changes after merge
added new spoiled produce model, lods and textures
updated prefab
Continung placing floating walkways into level
Continuing work on floating walkways kit. Adding floats, first pass texture exploration.
Subtractive Merge:
122426 (New environment volume lodding was causing issues on world gen, reverting for now)
Floating city greybox update
Changed EnvironmentVolume back to a MonoBehaviour and added a separate component EnvironmentVolumeLOD to control the culling