194,760 Commits over 4,079 Days - 1.99cph!
Removed unused high res media textures
Add `InstancedRenderComponent` to manually configure renderers used for instanced rendering
Keep automatic conversion for building blocks
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A corpse init order that works for both client and server-side ragdolls, but this is very weird and needs investigating further
WakeDisturbance iteration
Merge from ferry_terminal
Rhib polish pass.
Fixed water disturbance mask being all whack and massive.
More boat conversions & FX simplifications.
Minor edit, don't need to use euler here
Don't call SetupRigidBody if the corpse is the rigidbody
PlayerBonePositionData now supports loading bone position data from any specific point in any animation. Updated current data.
Send simple network updates when flags, building grade or conditional models (modelstate) changes
Add `global building block` field to baseEntity to manually mark entities for cut down global networking
Set high walls & barricades as global
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Limit singleplayer Lua file discovery to what AddCSLuaFile was called for
This is a regression fix for no Lua clientside file limit in singleplayer.
Remove unused code to do with lua/send.txt
initial vm diver ak setup
Unfucking ifdef mess (by making it even messier)
Revert "Fix a small visual glitch with DListView column layout"
Default $PhongAlbedoBoost to 1 to avoid issues with existing assets
Compile fixes when neither CLIENT nor SERVER is set
moved front of trailer up a bit so it doesn't clip lorry cab
Set volume of train tunnel entrance in terminal to No Sun
Added some shadow proxies to level to block sun bleeding in interior
Reduce spas12 AI effective range
Salvo of bugfixes for ferry terminal
Fix UI NRE when inserting a redirect skinned inner tube into a research bench
50% chance to switch weapon based on target range, when in cover.
Merge from ferry_terminal
Adding fallback shader when no tessellation is supported
Diver Suit model/materials/textures
Add a LOS and distance check to turn and run for cover
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