193,693 Commits over 4,079 Days - 1.98cph!
[D11] [Audio] Updates ignore list
[D11] [Audio] Adds audiowrangler script so we can see what audio files are potentially problematic
[D11] [Audio] Adds audiowrangler script so we can see what audio files are potentially problematic
Split tree mgr server+client singletons, to support single player (tutorial) mode
Audio import analyzer script
Rust/Standard Terrain Blend (Specular setup)
[D11] [Audio] Merge with main
[D11] [Audio] Crossvoice dll now being initialized from new xbox testbed.
[D11] [UI] Fixed "Turn" and "Untie" options on underwatch crates and certain gates not showing "(Hold)" text on action.
Make workshop textures readable
Fix for bug with d11worldspawn pool sizes being too small
[D11][#2180] Adjusted Placement of vitals icon background
[D11] Get rid of old _jenkins build code
[D11][#2121] Added check to see if block constuction is part of a monument or a an item. [#2164] Fixed issue where wrong deploy volumes where used in client builds
[D11] [Audio] Bringing up new xbox test bed for voice chat.
[D11] [UI] Fixed certain "Hold" actions not correctly indicating that they needed to be held down to be used.
Increase max read packet size
Fixed Ocean NRE in Workshop Editor
Fixed exception when opening console
[D11] [UI] Fixed old building core textures existing in asset bundle and not using crunch compression.
Don't show servers that were wiped in the future
Optimized blueprint button
Fixed blueprint lock icon being practically invisible
Fixed blueprint search placeholder text not hiding
Fixed exception reporting issues
Adding recoil/shake to proxy players. Required giving them an eyes script. But forgot that our animations don't work with up/down look while firing guns anyway! Should probably fix that.
Adjusted pistol animation. Muzzle flash and eject shell events were around the wrong way on the Fire1 anim. Firing quickly could end up resetting the animation before the muzzle flash event (which also played the firing sound!) was triggered, leaving the shot silent and flashless. Muzzle flash now happens earlier in the anim. Feels more snappy as well.
[user request] Console can now be opened by ` as well as F1. Added input field validation so ` doesn't register as invalid input.
fixed horse hair transparency
higher horse hair material render index
movement stopping near structures fix for horse
horse feeding resets decay fix
horse roll rotation clamp
server restart seat alignment fix
first pass uv mapped all new road system objects to new materials
ocean and shore wave tweaks
horses use less stamina on roads