201,253 Commits over 4,171 Days - 2.01cph!
Added SF_LUA_RUN_ON_SPAWN global for addons
separated pass for trajectory and cursor, tweaked render pass order
tweak trajectory shader and added unlit particle xray shader for the cursor
rerender some item icons
Forgot to include the .fgd
Community Contributions:
* Vector/AngleRand() now have optional min/max arguments
* nano optiosation for math.Clamp
* Added spawnflag 1 to lua_run - Run code on Spawn (added to .fgd, defaults to not set)
glitchy horse footstep fix
Cleaned up undo library file
Increased undo limit in UI from 32 to 100
DListBoxItem now properly checks its IsSelected() state for drawing selected state rather than relying on DListBox not having mutliple selections and testing whether the selected item has the same text as its own text
Community Contributions:
* math.Clamp nano optimisation
* VectorRand and AngleRand now have optional min and max arguments
fixed icon renderer for lwrp for all the customisation
set platform specific compression, improved unit render (uncompressing all the texture before rendering)
rerender all the customisation icons
removed old unused item definitions
tweaked horse blend times on controller
better horse movement on stairs
Sensible open sea values
Blending from shore to open sea
Disabled 'dynamic' on weapon VFX Particle System Cull scripts.
added 1st pass horse eating anim, added to animator
Rust/Standard Blend 4-Way temporary
[D11][[#338] Fixed issue with sprinting While wounded
Better lerp client / server time offset (maybe)
[D11][#2167] Fixed issues with been unable to interact with attacment ui
3rd person IK fix on world muzzle vfx.
Updated saddle textures/material
[D11] - Cosmetic tweaks to UI
Plugged wave system params to shore waves
horse gallop update - fixed rear feet issue & looping hair movement
quick selection state range-indicator test
[D11] [UI] Water Catcher now clearly displays when it's full/empty and draws players attention to it's quantity text when player attempts to take from or add to the container.
Include the monument terrain map textures for server builds too
Standard Refraction/Glass Refraction
Battery cell tier 2 materials, textures, prefab, col & gibs
ParticleAdditive, ParticleRefract
[D11][#338] Fixed issue with crouching While wounded wounded. Fixed issue where blueprint buttons would still be registered to Oninventory changed
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Separate options save files for PC/mobile platforms.
[D11] [Audio] Add xbox build dir to ignore list
Damage multiplier values back to normalish
[D11] Merge with latest audio branch
Updated texture streaming settings on a couple of textures
[D11] Re-enabled and moved DTLS ping traffic onto the same thread as all other traffic, to fix PS4 client crash.
Adjusting outer hitbox based on the size of the buffer.
Grabber damage increased 3->4 (to offset the recent ignore armour change). This also fixes the tutorial.
Flipper attack description tweak.
Removing more unused shaders
Set renderQueue value on transparent shaders