200,695 Commits over 4,171 Days - 2.00cph!
Alternative compost ticking approach
[D11] SceneToPrefab update
TTT: fix infinite traitor selection loop in case of bad cvar value
TTT: Remove unused exploitable concommand "wepswitch"
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Only update the transforms once per frame when needed
Added Entity.GetNWVarTable()
Fix studiomdl.exe DMX support
Bugfix: {PS4/XB1} Code Lock lights do not show if they are locked or unlocked
The fix: ramped up the emission intensity on the materials used for the lock. Changed the threshold for LOD2 so that the lights are visible from a reasonable distance
Assigned generic.genes to existing plant types.
Gene types can now be weighted per type and also per gene slot.
Added generic.genes definition.
merge from hit_detection_benchmark
merge from skeleton optimizations
Fixed rock and rock blended material config
Merge from skeleton optimizations
Fixed pubes showing through underwear. Fixed preview not updating right away when censorship settings are changed.
[D11] Update to Range_Rails.FBX to remove weird black geometry issue
Added GrowableGeneProperties scriptable object for gene/slot weights data per plant (or generic) to PlantProperties.
Bit of refactoring ready to start using the new data for generation.
[D11] Fixes terrain heightmap optimisation (SERVER && ! CLIENT)
[D11] Fixes terrain heightmap optimisation (SERVER && ! CLIENT)
[D11] Adds SERVER to D11_CLIENT_PROCGEN check
[D11] Adds SERVER to D11_CLIENT_PROCGEN check
[D11] Fixes terrain optimisation, also tags a some textures for streaming
[D11] Updates streaming texture flags on some textures, also adds back in terrain heightmap optimisation.
[D11] Ice Sheets Decal Material Fix
Canyon latest build - improved channelling, ability for place cliff to fill a larger amount of cliffs on terrain by terracing more even steps
[D11] Missing mesh reference fix for Grass
[D11] Launch_site incorrect asset position fix
[D11] Remove SceneToPrefab component
[D11] Helicopter Scale fix, forgot to check in with previous push
[D11] Helicopter position fix
[D11] [UI] Translate sends def to missing translations database if value retrieved from localisation file was null or empty string.
[D11] Reduced overdraw on terrain grass
Merged shadermerge branch
fix for an error that was coming up during scene to prefab
always rebuild instanced prefabs even if instancing is disabled (so you don't have to clean prefabs to toggle instancing)
add a warning for textures without mips
Show headshots, disable stat image if no image is provided
Rework shot tracking to mirror combatlog, should fix incorrect shot counts
Client/Server compile fixes
DON'T return the entity gameObject from InterestedInObject. Some existing trigger scripts do this, but it prevents entities with multiple colliders from working correctly. Updating my trigger scripts here.