243,845 Commits over 3,898 Days - 2.61cph!

5 Months Ago
Fix `clearinventory` not running ItemManager.DoRemoves() causing items to not always go to correct spot Add ability to specify target container & slot when using `give` command - give {item} {amount} {condition} {skin} {container} {slot} Add some descriptions to give commands
5 Months Ago
Don't finish bone update for scene models with a parent, bone merge does all the work
5 Months Ago
Added IPingReceiver, when placing a ping on an object in the world, you can define custom behavior for that ping marker Add PlayerPingReceiver, which follows a player until they're no longer spotted (using Spottable)
5 Months Ago
5 Months Ago
Bump to v0.0.15 Test fixes
5 Months Ago
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5 Months Ago
Upgrade to Expo SDK 51
5 Months Ago
Destroy ping if we try to ping on an existing ping
5 Months Ago
USP aim offset adjusted
5 Months Ago
Migrate from sentry-expo to @sentry/react-native
5 Months Ago
Draw grid on top in 2d views
5 Months Ago
Fix `monument_scenes` convar not applying to remapping paths after previous commits Don't remap to scene spawner if the scene doesn't exist in asset bundles Allow editor to control whether it uses monument_scenes when doing map generation with `monument_scene_generation` convar
5 Months Ago
Rename
5 Months Ago
Added BreaksRestraint to DamageTypeEx Ignore cold, bleed etc damage for unlock minigame reset.
5 Months Ago
Prevent map cookie from overriding 2d viewmode rotation
5 Months Ago
Map grid fixes
5 Months Ago
Fetch view info
5 Months Ago
codegen
5 Months Ago
pickup truck asset
5 Months Ago
Added and Setup Vintage Bedside Table Prop Prefab
5 Months Ago
skinned combined truck, applied correct materials, set up first pass on blended materials, added to main prefab (bones need assigning)
5 Months Ago
Added 'triggerevent' server command to trigger any event by name (airdrop, cargo, patrol heli etc) Also added 'killallevents' to instantly kill any ongoing event
5 Months Ago
can define if we want unassigned team to spawn, for testing mode Add simple pinging system, players can only have one ping at a time
5 Months Ago
Use correct plane for 2d view drag drop
5 Months Ago
added base trim for storage warehouse.
5 Months Ago
more work on radtown storage warehouse
5 Months Ago
Use correct gizmo settings for dragdrop
5 Months Ago
Fix freezing game logic on story Holding object (disable for now)
5 Months Ago
truck collision fix
5 Months Ago
Further hood tweaks
5 Months Ago
Make weapon sway less mental
5 Months Ago
Don't auto-respawn spectators
5 Months Ago
CG: Can always buy in the buy zone CG: Start w/ kevlar and helmet Don't clear the inventory in EquipmentDropper, just drop stuff, unless we're trying to clear everything
5 Months Ago
add support for multiple scene views, orthographic scene views, and configurable grid axis add keybind to cycle camera plane around selection refactor bits into SceneEditorViewport, re/store gizmo settings alongside viewport cookie rework to single layout and splitter, disable new tab creation for now add support for per-widget toolbar actions save/restore sceneview layout move viewport/instance gizmo settings to EditorCookie from ProjectCookie move save/restore viewport cookies to addon space no reason to copy+set camera transform anymore use active SceneOverlayWidget directly use a single toolmanager instance fix nudging remove some global gizmoinstance refs tuck camera alignment shortcuts away in camera menu maintain layout config when toggling viewport fullscreen remove log camera fixes: make orthographic clipping more predictable, add smooth(er) perspective/ortho transitions, fix gizmotest widget, reenable scene camera copy add setting to lock scene camera rotation fix incorrectly sized gizmo hitboxes in ortho view replace remaining direct scene camera transform accessors tweak sprite gizmo hitbox scale in ortho views cleanup scene tick/draw flow with multiple viewports replace legacy global GizmoInstance snip unneeded multi-tab leftovers use state/gizmo settings for scene view control replace remaining ray length with Gizmo.RayDepth don't try to save scene-specific viewport config for untitled scenes use alternate check for IsUnderMouse move viewport settings to ViewportState from GizmoSettings, use shared gizmo settings for all viewports shift camera settings to EditorPreferences, simplify viewport options restore single EditorScene gizmo settings revert camera extension changes, fix pan and orbit zoom, tidy use hammer's linked splitters for uniform viewport resizing Misc fixes Move EnablePostProcessing from GizmoSettings to ViewportState Default each viewport to a unique perspective Misc post-scenetab fixes Hide skybox in 2d views Split scene view layout/viewport classes into separate files Tidy Use frustum RayDepth for terrain, hitbox traces Make 2d clipping less crap Use black background for 2d views We don't need to do this anymore Fix perpendicular rotation handles being unusable in ortho views Fix 2d box selection: Frustum.FromCorners does ortho properly, gizmo tweaks
5 Months Ago
Tweak logging buffer sizes, don't early return
5 Months Ago
Minor cleanup & fpxr update
5 Months Ago
Fix perpendicular rotation handles being unusable in ortho views Fix 2d box selection: Frustum.FromCorners does ortho properly, gizmo tweaks
5 Months Ago
Upgrade to Expo SDK 50 Needed to force webidl-conversions to 7.0.0 to get it working due to 6.1.0 referencing SharedArrayBuffer
5 Months Ago
Hood wearable mask tweaks
5 Months Ago
Add TimedDestroy to money burst
5 Months Ago
merge from build_leave_bundles_symlink -> main
5 Months Ago
tyre scale fix and stack addition
5 Months Ago
Refactor VR input to work better for us, remove stubs
5 Months Ago
Prisoner Hood cinematic assets
5 Months Ago
Added a way to override force show on UIBlackoutOverlay. Added prison hood UI script, overring force show when the player is dead. Updated UI prefab.
5 Months Ago
Set Connection.Local.State to Connected in On_Handshake_Activate
5 Months Ago
move spawn assigner
5 Months Ago
LOD0 progress backup
5 Months Ago
map updates