193,508 Commits over 4,079 Days - 1.98cph!
blocker fix on excavator walkways
[D11] Ensure food is no longer flagged as 'Cooking' when the BBQ/Fire etc is turned off
merged knockback changes and jumper attack to main
Confirm action text changes, probably not gonna be used.
Terrain topology painting
Static trees colliders (monument specific)
Steamworks CreateInterface fallback
bone knife desc fix
Phrases fix
Some bits of tidy up with health
[D11][Tutorial] merge r35276 from console
hud_draw_fixed_reticle is no longer saved across sessions
[D11][UI][#2067] Fix for crash when selecting water containers
Fixed another race condition in skin unloading that could corrupt loaded skins
Fixed another race condition in skin unloading that could corrupt loaded skins
[D11][UI] Implemented fuselootpanel for use for fuse boxes and flame turrets
[D11] [UI] Rotate action on vending machines and workbenches now only uses secondary input even when it's the only action. Added support for only using secondary input on interactions in game menu class.
[D11] Some test methods for new way of building
[D11][Tutorial] Fix for build constraint OBB being missing from abandoned shelter
[D11][Tutorial] imported single player map from shelf
[D11][UI] [#1884] fixed issue when creating new orders. [#2052] fix for crash when accessing nonexsistant sell order. Switched round spliting context
Filling out drug dealer methods
Steamworks use CreateInterface instead of FindOrCreateUserInterface
optimized the gravel piles material
terrain splat painting backup
[D11][UI] Improvements to crafting queue swapping (server and queue side)
no sRGB on custom splats textures - re-adjusted Substance Designer output to match
[D11] Bolt rifle reload delay fix, fast switching weapons zoom fix
We don't have to copy steam_api64.dll next to the exe anymore - but lets do it anyway incase there's an out of date version there
Fixed NRE reports being grouped up
Working on different serialization that'll actually work. Too many init order issues in the old system
Organized weapon VFX preset files.
Particle cullers on secondary effects.
Various polish & cleanup.
UI scope no longer scales with UI scale
viewmodels no longer lag behind when in vehicles
scope no longer freaks out and lags behind when on vehicles
muzzle flashes no longer simulate at low fps when in the distance
fixed water junkpiles despawning when players were nearby
[D11] [Audio] FE SFX Fixes
[D11] [Audio] Adds priority system to FE sfx so we hear the correct sfx in places where we have multiple triggers for different fx. Also adds in sfx to areas of the FE QA flagged up as missing.
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Doorways render as full walls in reflection pass to prevent light bleeding
Fixed some unit replication issues.