126,230 Commits over 4,171 Days - 1.26cph!
Compile warning fixes
More compile warning fixes
Fix IgnorePlayers acting as DisableAI for strider
Fix AR2 impact effects appearing when shooting the skybox
Added MATERIAL_CULLMODE_NONE for render.CullMode
Increase MAX_LIGHTMAP_DIM to 256
MAX_BRUSH_LIGHTMAP_DIM_INCLUDING_BORDER 32=>256
MAX_DISP_LIGHTMAP_DIM_INCLUDING_BORDER 128=>256
TTT: Updated Russian localization (Community Contribution)
* Also made radio buttons slightly wider
Spawnmenu/contextmenu toggle mode
* If the associated key is released within 200 ms, the associated menu will not close. Holding behavior unchanged otherwise
Some OOB checks
Main menu start new game options changes (Community Contribution)
* Fixed P2P: Friends only resetting after starting a game
* Visual adjustments to alignment of certain elements in the start new game options menu
Fix 'status' showing IP address for -p2p dedicated servers
* For listen servers it was already not a thing
Remove VehicleWorld colliders from hull pieces
merge from meta_shit/loot
Sculpts & clifffs. Backup.
Fixed small spike trap desc typo
Fixed clipping fuse at ferry terminal
s2p
merge from ui_animators_optims
merge from ui_animators_optims
Death screen toggles its animators when not visible
Bugfix: ensure ui/store.bundle gets unloaded after all changes
- UI_Store opens the first tab during warmup, outside of OnOpen, which unbalanced subscribe/unsubscribe calls. It also never closed the tab when itself being closed. Addressed both.
Tests: clicked through tabs, then closed shop - no asserts fired. Need to test in bundle mode, that'll be next.
Bugfix: fix some items showing empty icons
Tests: navigated through all tabs of shop and inventory - everything seemed present
merge from naval_update/deep_sea
Added a convar to disable the deep sea: deepsea.enabled
Moved default config generation from Bootstrap to server command `server.writeserverdefaultconfig`. Run codegen. Tested in editor.
Merge: from fix_missing_takeovers
Images still missing - digging deeper
Tests: navigated to store
Update: run Update Paths and Assign Bundle on MenuUI2_Store_General grids
Tests: none, will test in parent branch
emissive tweaks to dia de los muertos
Doorway, low barrier, low cannon wall, low wall collider changes
Halloween Wallpaper - adjusted wood luminance levels
merge cannon_code to naval_update
Hull_square collider size changes
Clean up logging and include empty defaults in the cfg
added halloween bats and dia de los muertos wallpapers and build wallpaper skin files
Bugfix: warm up UI_StoreTakeover's Takeovers in more cases
- Reimplemented warmup of StoreFeatured/General/Limited to first spawn empty tiles and fill them up once tab is opened
Turns out, we can open tabs of store without opening store itself, resulting in an access to uninitialize takeovers. Couple empty item icons remain, will fix next.
Tests: navigated to the store and clicked through bunch of tabs and scrolled around.
Fix missing material on cannonball, replace old cannon projectiles with the new model
merge new cannonball model into cannon_code
Fix cannon ammo staying active after firing
merge from fix_occupied_menu_option -> main
Add `killofftracktrains` convar that can be disabled so you can spawn trains off tracks for testing in the editor
Add texture size text, add scrollbar for editing panel, convert more components to FlexElement
Fix train cars showing "Occupied" when trying to loot the storage with a driver in the seat
- caused by "Occupied" menu option not checking how far you are from the mount point
Player update content for selection of items and DB fix
Disable workshop voting buttons when creating a skin
merge from fix_client_server_fields -> main
Fix fields that escaped the first time
- SpacialBiomeFog
- VolumeClouds
Update: break ItemStoreTakeover links to sprites
- Added warmup-cooldown to relevant UI screens
Doesn't work correctly - menu spawns, but uses wrong assets. This is due to warm-up logic running before storetakeover warmup
Tests: navigated to Store and Inventory pages. Inventory is okay, but store is derped
- Finish objectives for oil rig mission, assigned as new available mission from Outpost scientist
- Optional objectives are now prefixed as optional in the mission preview conversation dialogue
- Fix some issues with new reward choices
- Remove ShowIf attribute, was not working well enough across the board
- Add TryGetEntity to EntityRealm, works like Find but a little neater
Additional types
- UI_Hero_QuickJoin_Entry
- UI_Hero_Store
- UI_ServerBrowserPage
- UI_TutorialModal
- UI_SkinViewerControls
- UI_Store
- UI_WorkshopItemList
Teleporting on the map via enable_marker_teleport while having the underground map layer selected will now attempt to teleport you to the deepest valid position (train tunnels, caves etc.). Falls back to regular behaviour.