126,271 Commits over 4,171 Days - 1.26cph!
Fix Combine APC bullet tracer coming from the wrong attachment
Fix combine APC rockets going over player's head with certain hold types
Added entity translation for npc_apcdriver
Prevent delete button from showing on outpost & bandit respawn points in softcore
Make Combine Gunship aim at player's center so it can actually hit players
Tweak diver ak cloth parameters
Add [DisableMultipleComponent] to hook scripts
Remove all other CameraHook components in Awake() to fix scenes with 100s of CameraHooks attached the camera
Rowboat bow splash FX iteration.
Tweaked static tugboat deck vertex color to match the driveable version
Rebaked the LOD textures to include the new wooden deck
Fixed a server crash when maxplayers is in server.cfg and the cmdline
vm diver ak - rig updates, skinning updates, burst cloth and setup updates (still disabled)
Update FP.BurstCloth (lerp root bone positions while simulating)
Updated "Glass/GlassTransparent" shader to respond to vertex/particle color and opacity
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Case insensitive search for singleplayer files
static prop support for disableflashlight
Hopefully fixed addons breaking properties system clientside
Fixed oilrig flames visible through thick fog
Fixed underwater sunken barge shader issues on glass
merge from combat_knife_untie
Updated tugboat_props_metallic texture to match changes made to the original variant
Removed the two extra CameraUpdateHook components from Main Camera prefab
Lots of fixes make the grid based rendering minimally functional again
Added LOD4 for the pumpjack
Add `Instancing` namespace
Start implementing storing meshes into grids to enforce max render distance & frustum culling effeciently
Made monument topo bigger around road node
Force lighthouse to be at least 100 meters away from other monuments
Fixed water pump placement issues (stating water too shallow when it wasn't)
Updated Vintage Alarm Clock, Vintage Wall Clock and Smoke Detectors to meet feedback
Ocean is slightly less transparent when shallow
Increased effect of diving mask in deep water
Fixed another WaterSystem.Trace NRE on maps that don't have a water system
Fixed a gap above lower dack door
Tweaked tugboat gibs mesh / split the main body into three parts and reoriented the mesh
Added vehicle privilege child entity to tugboat (this is easy to reapply, so give me a shout in case anyone is getting a conflict with their local changes)
Vehicle auth system improvements
Fixed WaterSystem.Trace NRE on maps that don't have a water system
Cherry picked
84175,
84176 => Fixed base UV affected by emission UV; Emission toggle not disabling emission
Fixed Emission toggle not actually disabling emission
Fixed Base layer UV when Emission uses secondary UV
reverting to straight exit out of ferry terminal
Fixed Emission toggle not disabling emission
Fixed Base layer UV when Emission uses secondary UV
added uv2 to tv and base emission texture
updated textures
added textures for abyss suit helmet v 3 and removed the too good for this world green tint