126,102 Commits over 4,171 Days - 1.26cph!

Just Now
merge from modding_entity_scale -> main
Just Now
Allow modders to network entity scale (without cursed parenting to spheres) - first enable `networkEntityScale` bool (used to gate networking scale to modded servers so we don't cause issues with any vanilla entities that change their scale) - now if the entity scale isn't (1,1,1) it will send to client - worked in editor last time I tried it - only sends in network data, not persisted to disk
19 Minutes Ago
Add button to toggle off player model when viewing skins
24 Minutes Ago
merge from modding_cui_dragdrop -> main
25 Minutes Ago
Cherrypick other CUI improvements that were merged to github but not in game - allow changing the color of the color of buttons when they are moused over
30 Minutes Ago
29 Minutes Ago
Exclude read-only commands from the default config
45 Minutes Ago
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46 Minutes Ago
merge from modding_cui_dragdrop -> main
54 Minutes Ago
Cherrypick draggable_cui branch
60 Minutes Ago
merge from modding_user_info_lang -> main
1 Hour Ago
Do not save or load mat_specular/mat_bumpmap in registry These are debugging convars, they do not need to save and cause persistent visual downgrade with no video options enabling them back. Add more info to "Sprite model's not supported any more" warning Added lua_strict checkbox to Lua problems menu Added util.IsBoxIntersectingBox Move $LightMapWaterFog warning so it only runs once. Water with $lightmapwaterfog will now receive lightmaps on compile Fixed change in behavior of File:Read on overflow input Draw cheap water instead of pure white mesh when missing many parameters * Also disable blending on cheap water since it seems to just cause issues. Added new parameters to Entity:DropToFloor mask = MASK_SOLID, ignoreEnt = nil, maxDistance = 256 Only do NPC animation retargeting if addons don't add missing animations
1 Hour Ago
Include user language inside GiveUserInformation packet - allows modded servers to adjust loading messages right away - shouldn't require a network++
1 Hour Ago
Do not save or load mat_specular/mat_bumpmap in registry These are debugging convars, they do not need to save and cause persistent visual downgrade with no video options enabling them back. Add more info to "Sprite model's not supported any more" warning Added lua_strict checkbox to Lua problems menu Added util.IsBoxIntersectingBox Move $LightMapWaterFog warning so it only runs once. Water with $lightmapwaterfog will now receive lightmaps on compile Fixed change in behavior of File:Read on overflow input Draw cheap water instead of pure white mesh when missing many parameters * Also disable blending on cheap water since it seems to just cause issues. Added new parameters to Entity:DropToFloor mask = MASK_SOLID, ignoreEnt = nil, maxDistance = 256 Only do NPC animation retargeting if addons don't add missing animations
1 Hour Ago
merge from editor_selected_texture_memory -> main
1 Hour Ago
Add texture estimation tool when selecting assets in editor - right click textures, select `Sum Texture Memory Usage`, it prints out the memory usage of textures
1 Hour Ago
Merge from main
2 Hours Ago
merge from fix_streaming_misc_textures -> main
2 Hours Ago
Test splitting tile building in steps instead of building at once from native code, to potentially be able to spread a single tile over multiple frames in case of runtime rebuilds, or cache intermediate building steps
2 Hours Ago
Bank vault (30MB)
2 Hours Ago
browser_scrollview_fix_2 -> main
2 Hours Ago
Try togling the categories to fix only 4 entries showing up - seems to be a valid fix in actual build
2 Hours Ago
Add search bar for list, tweak style of the item selection after changes
3 Hours Ago
merge from store_atlases
3 Hours Ago
Sofa and shipping container fixes
3 Hours Ago
Store mannequin (100MB)
3 Hours Ago
merge cherrypick_queryvisjobs_optimizations to main
3 Hours Ago
cherry pick query vis optimizations
3 Hours Ago
neck_stuck_debug -> main
3 Hours Ago
Add playermodel.debugheadbug to attempt to try to get to the root cause of this head locking bug
3 Hours Ago
merge from meta_shift/loot
3 Hours Ago
recycler added to dome green card puzzle room
4 Hours Ago
Fixed CoverImage uv issues when using textures instead of sprites
4 Hours Ago
More mountable static props added (WIP). Rejigged floating walkway stairs collision to be more easibly ascendable from the water.
4 Hours Ago
Switched out dropdown item type selector for a list with updated styling
4 Hours Ago
Update: FilySystemBackend supports "dynamic" asset bundles - updated store overlay pages to use it Was able to succesfully load up Abyss store page, observed no stutters. Confirmed with memory profiler that abyss textures were loaded only on entering the page, but discovered that they remain afterwards despite unload (as they're still owned by asserscenes.bundle somehow) despite ui/store.bundle being unloaded. That'll be next. Tests: used both normal and bundle backends in editor and navigated to Abyss page. Built a debug client and navigated to Abyss page, took snapshots. Built Release client to see if stutters are present.
5 Hours Ago
Atlases cleanup, fixes
5 Hours Ago
Don't keep count of processed transforms, they no longer vary. Reset pendingTransforms to avoid domain reload issues.
5 Hours Ago
Restored missing assets on exhibit decor pack and floorpaper pages
5 Hours Ago
merge from meta_shift
5 Hours Ago
meta_shift/loot -> meta_shift
5 Hours Ago
merge from burst_1_8_25/determinism - brings erosion determinism and some jobified heightmap/topology sampling determinism
5 Hours Ago
Add import/export/reset buttons under the preview crosshair Reset button loads default crosshair settings
5 Hours Ago
water treatment plant puzzle update s2p
5 Hours Ago
updated trainyard puzzle s2p
5 Hours Ago
powered_water_purifier_pickup_fix -> main