193,688 Commits over 4,079 Days - 1.98cph!
[D11] Update item radiation effect to use the correct translation key
Added material test scene (so we can side by side on this branch and hdrp branch)
tweaking blob shadow in the units prefab to get the proper size and offset when animated
adding blob shadow to the player avatar and trophies
adding blobshadow tag to ignore the material in the item customisation DB tools
temporary sorting the sport trophy materials so they don't use a random number of material per trophy, removing the unused material and material references in the item db, rebuild DB, cleaning up the folder and item naming convention
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Prevent users causing intentional drug dealer wars by making all DDs allies.
Lots more work. Network++.
MaterialEffect server compile fix
Lots of work on helicopter scripts. Refectored some vehicle audio and other vehicle stuff to be shared in the base class instead of in the car only.
Working on helicopter components. Created helicopter audio clips from a CC0 helicopter recording.
Saddle mesh and WIP materials (no LODs atm)
unwrapped first road mesh and added new sidewalk textures and materials
Community Contributions:
* Spawnmenu and Contextmenu hook fixes
* table.ToString handles colors nicer
* also fix lua error from the previous commit
Rust/Standard Cloth upgrade path
more transparent mat fixes
Simplified how filenames for generated texture maps are generated
Community Contributions:
* Replaced usage of type( var ) == "type" with is<type>( var )
* NPC.NoDrop fixes and improvements in Sandbox
* Added list.HasEntry
Hitbox snapshot system. Ready to finish off lag compensation...
[D11] [UI] Added support for pan curve evaluation.
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horse updates
turnpose - more head lean
gallop - reduced mane movement
walk - reduced head nodding
animator - tweaked transition blend time/points
[D11] Disable quick actions when aiming/readying a thrown weapon, and added a third person camera toggle to the debug options
see thru tile pass/shader tweak
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[D11] [UI] Further visual adjustments to Recycler UI; Trimmed excess spacing around inventory slots, changed divider lines to be consistent, Recycler mesh light now matches UI colours more consistently.
[D11][UI] Adjustments to the server wipe warning
Cache GetBounds() in SceneLOD
[D11] [UI] Removed unused recycler visuals code.
[D11] [UI] Removed broken callback, fixed Recycler visuals to now correctly update after each item has been recycled.