243,067 Commits over 3,898 Days - 2.60cph!
Undo flexcontroller changes to see if they cause the crashes
Limit flex counts to 1k to avoid crashing
There will be a warning when the limit is hit now.
Update to Boomerang Textures
Update to Boomerang Material and Mesh
Disallow np2 textures, crashes the DXT compressor we use, plus disables mips etc.
CRenderDeviceBase::AsyncSetTextureData2: Fix nullptr crash with invalid rects
Don't completely fail to start with an invalid controller plugged in, needs to be properly fixed in C++ though
Allow changing tracer particles in ShootWeaponComponent
Also means they'll get loaded earlier to avoid stutter
removed crustaceans material and replaced all instances of it with barnacles material,
Don't set active scene on tab hover but still do gizmo hover interactions, drag drop etc. Avoid needing awkward 2nd input, Facepunch/sbox-issues#5728
Use same asset picker size/location cookie regardless of what control created it
Get rid of special case map picker
Protection values again, forgot to CTRL+S last time
Elevators can now trigger the tin can alarm, because why not
fixed some oddities with ore nodes by not using certain topologies (alt/cluster)
WIP AO to Lighting - DONT USE THIS YET
Updated protection values
Reference package.base from libraries when publishing
Fixes Facepunch/sbox-issues#5899
Cherry picked Remove topology for monuments
Cache versioned packages separately
AssertNoGraphErrorsInScene: assert downloaded package version
Package.FetchAsync: allow fetching specific version
Vendor Restock Changes -> Main
Upped starting stock to 20
water triggers inside canyon to remove ocean surface
Disable AssertNoGraphErrorsInScene test temporarily
unique environment test level reduced stack
autospawn folder for unique environment prefabs
unique environment - canyon_a scene setup
updated lake normal texture
Leaderboard backup, run #
12727
Added OnOrg to PackageCard and PackageList. Added basic Org Page when clicking org on Main Menu. Helps users find games made by the same creator(s).
https://files.facepunch.com/CarsonKompon/2024/July/26_01-31-CuddlyCaracal.mp4
Don't let them multi-click the preview unlock
Fix NRE
Add Regenerate Tiles button with warning beneath explaining what it will do
Only show warning when tiles already exist
Display image in Preview when set/updated.
Show import gizmos when in setup tab. Show WarningBox with a different message when trying to view Tiles tab with no Tiles
Generate Tiles button generates tiles from shown import gizmos. Doesnt display in Tiles tab yet
Start on Tiles tab if Tileset already has Tiles
Onlyu display new import gizmos when no tiles exist or when hovering the Regenerate Button
Added "Delete All Tiles" button when resource has tiles. When undoing/redoing an action the inspector will rebuild appropriately
Added Tile Gizmos. Hovering over a Tile Gizmo will highlight it. Implemented TilesetResource.CurrentTileSize so Setup variable can affect current tiles (with optional regeneration button)
https://files.facepunch.com/CarsonKompon/2024/July/26_00-18-MadeupHoneybee.mp4
Cabling now works with new parenting structure
New Crowdin translations by GitHub Action
return removed shield displayName
tweak particles
cell breaks
break material
Merge from pickup_item_number_size
Fixed the red item dropped messages appearing too large
barnacles tiling material
Enable mesh read/write on train_track_3x18_procgen_COL
Disable auto sizing on the number field if the item name on an item pickup notice is < 10 characters
Don't show the total item amount in brackets if it's the same amount that you just picked up
Very minor allocation improvement
blunderbuss viewmodel anim sounds
Merge from rcon_commands -> main
Include more information on each connection
- number of messages sent, recieved and broadcast
- connection duration