200,023 Commits over 4,140 Days - 2.01cph!
Changed gerstner displacement to affect all layers
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DisableInternalCollision fixes
Fixed rhib storage being inaccessable
Fixed serialization fuckups from the Unity upgrade / downgrade
[D11] Fix for Respawn Screen losing focus when dying with the Game Options menu up, and a wayward steam achievement check sneaking into the console build
Instanced rendering tests
Entity.EnableConstraints( false ) now deletes the constrains (experimental)
Fix possible stack overflow in Steam avatar loader
[D11] Updated Game Options screen with new buttons and hints
[D11][TUTORIAL] Quick fix for respawn button losing focus
HL1 Turrets now react properly to Disable AI and Ignore Players
Added HL1 Turrets to the Spawnmenu & Icons for them & can be duplicated
Changed HL1 Turret translations to not include the "Ceiling" part
Fixed prop_effect not being duplicatable
Prevented spawn console commands from generating errors when entered into dedicated server console
Added fixed chrome materials for the HL1 turrets
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Removed GA_AutoRun (update message spam)
oilrig progress backup + resolving flow/stairs between lower levels
Auto-generate gerstner waves when data is missing
Tidy up a little bit
AIBehaviour no longer returns early if target is destroyed
AIBehaviour.Settings caches instead of forwarding to Plan.Settings property, preventing NREs when the plan is returned to the pool early
Stockpile inspector tab checks child ents
SmartObejct.Reset breaks agent behaviours for active subscriptions
lod update and exported as human LODS
dev branch builds debug again
reverted context menu for now
[D11] [UI] Fixed bug 24 "'You Died' UI Text wrong" and 26 "No option to spawn at your sleeping bag"; Text for weapon on Respawn UI now shows "N/A" in cases where no valid weapon/object could be found as the killers weapon. Spawn bags will no longer incorrectly be omitted if they are the first or second sleeping bags in the game. Also re-organised defines in various menus for consistency and readability.
[D11] Couple more changes to try to fix the server builds
[D11] [UI] adjusted the slot of the lantern icon
format strings for NetMessageFailed
version of human male model with LODS material setup
full merge from main
x64 anal ytics
AI action target destruction callback
version of human male model with LODS to make it easier to test with than being on a branch
Pooled entities are marked as destroyed
[D11] [UI] Brought back most of the game tips (consume food is still excluded for now because it causes problems)
[D11] Bit more logging of defines
Destruction call in lateupdate
Added frame count to entity logs
[D11] [UI] Hold navigation actions will now display hold next there key.
Added missing translations
[D11][TUTORIAL] Added label for IgnoreForWarmup ,download space enabled for ps4