201,986 Commits over 4,171 Days - 2.02cph!
Buoyancy edit on solo sub
Hide some more unused inspector vars from BaseVehicle classes
Added debugging.debugcamera_cycleBone bindable button (was hardcoded to tab)
More collider work for both subs. Collision meshes for the propeller housing on both subs. Note that the solo sub interior is solid even in detailed collision mode - if we eventually let people shoot through the windows, the top turret will need to be modified to be hollow.
Playback timeline styling changes
Show overlay on timeline while recording a shot
Added support for renaming shots
Made a collider model for the top section
Desert region around new Dome
Made a collision mesh for the solo sub main body detailed collider
Make BuoyancyPoint gizmo translucent
Added a Fade toggle button to AI designer
Fixed motion vectors not available when needed, s+v overlay script hooked up, clean up.
Fixed Winch/Rope scaling wrapping around at length of 100
cfg/network.cfg is no longer considered userconfig, and is ran before autoexec.cfg
Increased forced defaults of "rate", "cl_cmd/updaterate" cvars to 100k and 66, from 30k and 30 respectively. This only affects clientside settings, which are overridden by server's settings (sv_maxrate, etc)
Make sound.Add act as override on x86-64 too
merge from AI hdrpb merge
reapplied monument changes
merge from impact_effect_scale
merge from hdrp_art_backport
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merge from backport_bugfixes
Added an onscreen tip to explain the throw/drop controls when first using a grenade
Merge from wearable_eyes_view
Added a HideInEyesView toggle on Wearable that disables clothing when in the eyes view (injured)
Applied to wolf headress, metal mask, nvg, bandana, balaclava, riot helmet, clatter helmet, coffeecan helmet, burlap headwrap, plate helmet, skull headdress, lunar new year masks, easter nest hat
Added an enforceClipWeights weights toggle to the AnimationEvents component that ignores any events from clips with less than 50% weight
This prevents events double firing when transitioning between states (eg ejectShell triggers on fire and fire_ads clips)
Enabled on m39 viewmodel, fixes multiple shells being ejected on every shot