199,291 Commits over 4,140 Days - 2.01cph!
Restored sofa and retro toolcupboard store page assets
Store analytics, added sources on all item grids
Update FGD - light properties descriptions
Merge Hammer .tga spew names from x86-64
albedo.tga -> hammer_rt_albedo.tga
Restored sofa store assets
don't interpolate atmosphere density stuff when live editing
Added store.printGeneralStore
More decal fixes
Beersplash. blood and alienflesh decals
Fix Impact.Sand not working correctly when applied to models
Clamp T/S on model decal textures that we override
This fixes decals repeating a million times on some models, going outside of their bounds.
Try to mitigate glass impact having green tint on models when stacked
Fixed the rest of decals from Paint tool not working, or working poorly
Rework how automatic workshop captures are taken, now pilots camera around the scene and takes screenshots using Screenshot.cs
Chandelier - Added blockout models to deployable prefab
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Let backpack weapons be buried after a backpack despawns, maintain item condition when digging the item back out, fix ownership not being set, handle duplicate expiry times.
Restored missing video miniature in store pages
Wider scroll hitbox for the general store
Fixed a typo in the store search menu
make cloud haze configurable completely separately from atmosphere fog
Updated discord logo compression
Add a direct link to the changelog on news
Fixed some minor animation issues with the general store tab nav
3p mp5 anims updated so finger presses the trigger on shoot
Removing custom spine offset on spear gun
setup mp5 3p anims,entity and and override controller
- Fix scientist staring at walls as if they were taking a leak when patrolling
- Make sure scientists are always limited by a turning speed, and can't snap turn
Fix NRE with parsing new noticies (remove al the account json crap we dont need anymore)
Merge: from benchmarking_update
- Cleanup of obsolete EffectsBenchmark
- Editor-only DemoBuildingsViewer supports user modification of scene, scene export and import into scene
- Bugfix for infinite load loop in benchmarking flow
Tests: used the DemoBuildingsViewer to modify and export couple bases, built standalone client to run BaseRaidBench
Setting up 3p spear gun anims, entity and override controller
Setup in game notifications system to grab notifications from the new server list
Allows us to push custom notifications to clients purely from the web and totally seperate from the build
Updated general store sub navigation, much better
Main cam contrast thing.
Vcloud clear shape tweaks.
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Vizdev test FBXs for floating food market
Bugfix: fix infinite loading loop when running benchmarks
Caused by us hiding the loading screen and then loading monument scenes, which would leave them in limbo
Tests: ran the benchmark flow in editor and standalone client
add the rest of that last commit
mip map all store images, rename everything for consistency
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Reformat the buttons as prefabs and add them there instead
setup bolt rifle 3p anims,entity and and new override controller
Setting up 3p HMLMG anims, entity and override controller
Use old heavies on ch47 until new heavies are more ready
Hook up server type counts on all gamemodes and modes
Turn off game modes when you're in the community server
Add basic ghostship for testing until collisions get fixed, add ghost ship to proc map(wip)
add media and generate maps