131,214 Commits over 4,232 Days - 1.29cph!
Pressing tab with F1 menu open cycle through all the tabs
Ensure developer tools warms up the console so it doesnt miss any startup messages
Setup copy, clear, log and log file commands
Clean: get rid of debug logs
Tests: none, trivial change
npc_missiledefense model + code adjustments
* works better now
Deduplicate "Failed to CreateQueryUserUGCRequest" warnings
* So it is known exactly where its coming from
Disable vmevent API
Fixed Enemy Rebels refusing to use RPG against the player
* Also fixed them commenting on players death as if they weren't hating them
Bump mp_decals default to 1024, add description
Cleanups
* Delete r_norefresh, CRender::m_frameStartTime, duplicate definition for mat_depthbias_normal
Improve dedicated server workshop error handling
Now loads the cache (overwriting) if ANY of the server collections fail to be retrieved.
Fixed retry logic for
Fixed decals not rendering in Hammer
giveequip put the item in the inventory main container before moving it to the wear container, otherwise the swap logic doesnt work
Final (WIP) values for shirt/jacket/pants on Attire branch of tech tree
Update: remember selecter row index between dissasm states
Tests: viewed BasePlayer::BoxTest
Update: use consecutive int3s to stop decoding
Doesn't always apply, but when it does saves a lot
Tests: viewed BasePlayer::BoxTest
Ensure input is displayed brighter than logs
Can now submit console commands to the new console ui
- Split off the display from the processing part of the console UI
Update: allow inspecting instructions at address-like values
Need to improve stream decoding in those cases, as it can run away to 12k lines of assembly even though the method was over on line 10.
Tests: viewed BasePlayer::BoxTest
Added "Equip" button for wearable items
Added giveequip command
Works half of the time, it can't swap existing items currently
simple modders red puzzle prefab
Added prevent movement volumes to the casino above the big wheel room to stop players from getting to inaccessible areas
Floating cities scene2prefab
slick ball arcade game updated the game board and tweaked light positions and added sunken submarine backlit lights prefab balls per game increased
breaking BaseSculpture down into multiple files, getting unmanageable
Bump mp_decals default to 1024, add description
Cleanups
* Delete r_norefresh, CRender::m_frameStartTime, duplicate definition for mat_depthbias_normal
Improve dedicated server workshop error handling
Now loads the cache (overwriting) if ANY of the server collections fail to be retrieved.
Fixed retry logic for
Fixed decals not rendering in Hammer
merge from pointgrid_to_sdf
Slightly broken attempt at parallelizing ball collisions
Added `applygenes` admin command - applies a given gene sequence to the clone/seed in your hands
Add stair specific deploy volume (was using u shaped stairs as a placeholder)
Item list tab:
- Added Recents tab, holds the recently used items
- Added a scrollbar
- Fixed some bugs
Disable per item heights when a grid is used
Fixed visibility calculations still expecting fixed height - use accumuative per row
Use row math for height and spacing
Clean: logic refactor in prep for multiple view support
Tests: viewed BasePlayer::BoxTest
Snow jacket has armor inserts, buffed cold and melee resistances so it's a somewhat meaningful choice
Steering wheel deployment volume improvements
Allow planks to be placed nearer edges to make them more useful, based on previous feedback. Looks a bit odd right now though.
basic client->server sculpture update, removed serverside carving
Small engine deploy volume improvements
Sail deployment volume improvements
- Fix flex virtual scroll not calculating the correct top and bottom starting rows after dynamic cell changes
- Increased the threshold for console messages to be put into the same bucket (1.5 seconds now)
- Console messages will now group according to log type, multiple warnings will be grouped together etc
Plank groundwatch layer fix, deploy volume improvements.
Cannon ground watch layer fix, deploy volume improvements.
Loadout view, info and items styling
- VirtualScroll and FlexVirtualScroll now support elements with different heights - dynamic sizing
- Console is now displaying properly