249,921 Commits over 3,959 Days - 2.63cph!

Today
Merge from train_tunnel_altitude_2
Today
Added EnvironmentVolumeCheck to check if a prefab overlaps certain environment volumes and reject placement if it does Added EnvironmentVolumeCheck to cliff_jutting to prevent them from overlapping the underground train tunnels
Today
Give gluon with giveall Tripmine clip contents starts as 1
Today
Process events from the dedicated server
Leaderboard backup, run #16877
Today
day survivor spawn rescuable map vision a starting survivor spawns with ammo survivor hover outline box select detection improvement day soldier spawn survivor outline fade
Today
Merge from primitive
Today
Server compile fix
Today
Add Graphics.Draw that takes vertex and index gpu buffers
Today
Applied standard icon import settings to siege, crossbow and shield icons Removed an old temp shield icon
Today
Put the arrow head debug spam behind a convar (MiniCrossbow.DebugMode)
Today
Manifest rebuild, fixes some error spam when spawning crossbow
Today
Fixed all the broken worldmodel links (Wrote an automated tool to copy them across, impossible to test them all but they seem fine after some spot checks)
Today
merge from primitive
Today
Fixed broken deceleration by 110601
Today
Horse inventories saving
Today
Graphics.ResourceBarrierTransition for non generic GpuBuffer
Today
Light bleed fix.
Today
Fixed unassigned metallic texture.
Today
Various flame ammo related stuff Plastic bottle ammo is a little transmissive. Omni flame atlas resolution larger. Scene backup.
Today
Fixed horse protection not scaling player damage
Today
Enabled mip maps on all siege weapons related icons
Today
Adjust the intensity of the sun light in the icon render scene
Today
merge from main
Today
Removed combatlog 10s delay for admins and developers
Today
Whitelisted horses for elevators
primitive -> Aux2
4ShotMiniCrossbow -> primitive
Fixed arrowheads appearing on the wrong slots
Today
merge from primitive
Today
Fixed horses not taking fire damage
4ShotCrossbow -> primitive
- Do effect events for deploy and dryfire - Merge conflicts - Manifest
Today
Minor hip motion fix when braking
Today
Can brake using CTRL Tweaks, cleanup
primitive -> 4ShotMiniCrossbow
Reintroduce animation curve to shoot rotation (it had reverted to being linear again)
- Added effects to effects folder - Setup scope attachment points for vm and wm
Today
Added sliding behaviour when going up or down a steep slope Improved backward movements Fixed some animation bugs
Today
Get rid of string allocations in ComponentReference.Resolve()
3rd person fire effect if loaded fire arrows
Fix broken override controller on 3p anims
Today
lunar new year wallpaper variant materials, textures, icons, item prefabs
4ShotMiniCrossbow -> primitive
Fix RpgWeapon NRE
Properly toggle the rendering of crossbow bolts in the world model so players can see how many bolts others have in their crossbow simply by looking at it Using fancy bolts with larger arrow heads makes them easier to count
Today
Should be continue rather than break, fix undefined identifier if S_MODE_DEPTH_NORMAL is not set
Today
Ignore and don't compile combo if it's not referenced by a mode or feature instead of erroring out, e.g. We want to reference DepthNormal.hlsl everywhere in Class.hlsl, but we want to only have combos for it if we're using a DepthNormal mode without complicating the codebase, this way when adding a new mode that references that combo, it's added to the shader without convoluting the source, argue with me if you think this is shit behavior Temp bind FindOrCreateRenderTarget and use managed rendertarget for depthnormalprepasslayer [pick] Use current msaa type when creating a new swapchain for tool widgets instead of using msaa 16X, currently doesn't change when changing settings though
Today
Re-add molotov as it accidently got removed
Today
Restrict additional items - mlrs - 40mm grenade ammo (since MGL was already removed) - all rocket ammo (since launcher was already removed) - C4 - HV & incendiary pistol ammo - homing launcher & ammo