248,697 Commits over 3,928 Days - 2.64cph!
removed old dev dpvold prefab (unused)
jungle building skin - prefabs for each block, prefab assignment in building grade script, building grade added
Revert "Add recast/detour tile cache"
This reverts commit 0b2e398df82b304b23f7ddd2485b943ba1fe20ab.
We will use a custom caching solution instead.
TTT: Russian localization update
- Fixed some typos.
- Updated some wrongly localized strings.
Initially, some of the changes were from here: garrysmod/pull/2156 (thanks to @Blueberryy )
Merge pull request #2162 from Satton2/patch-1
TTT: Russian localization update
Add ice shader GUI, many colour tints, fix normals, and smoothness, and improve parallax effect
Leaderboard backup, run #
15653
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler
Clamp cube box parallax projection to actual bounds box the box, cleanup
Our both our envmap filters uses linear roughness instead of sqrt roughness
Gizmo for scale in envmaps, adjust default for feathering in world units
Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition
tiled light culling with edge feathering additions
Merge from shred_helicopters
Fixed tread animator changes affecting bradley
Fixed magnet crane modifying the on disk materials when moving, resulting in changed tread materials when checking in
Minor performance improvements in how we update the tread material, fixed visual tread speed being double calculated resulting in material animating twice as fast
Merge from cinematic_gestures
Can now pick up minicopter, scrap transport helicopter and attack helicopter with the magnet crane in junkyard as long as they are turned off
These helicopters can be fed into the shredder for scrap, scrap is multiplied by the current health of the helicopter (eg. 50% hp = half the scrap listed below)
Attack Helicopter - 500 scrap
Scrap Transport helicopter = 300 scrap
Minicopter - 200 scrap
Allow junkpiles to despawn if any loot is taken from them / any barrels are destroyed instead of requiring everything to be looted before it can despawn
- don't despawn if only the scientist is killed
- don't apply to diving sites
Bail Model.Load early with error model for null or whitespace filename
Protobuf, codegen, manifest
Merge from ice_sculptures
Merge from scrap_exchange_dynamic_pricing
BaseSculpture protobuf id 186 > 182
Codegen, protobufs, manifest
Fix compile issue on Mailbox, allowedItems is now defined in StorageContainer
Adjust siege weapon protobuf ids to remove conflicts with other branches
Catapult 180 > 183
SiegeTower 181 > 184
Ballista 182 > 185
BallistaGun 183 > 186
BatteringRam 184 > 187
When tracking scrap being purchased with items, track how many items are sold rather than the scrap (inverse of normal behaviour)
Envmap feathering defaults to much tighter
SkyIndirectLighting param in hammer env_sky since it seems it never was there
Reduced temp radio size to 0.05m to prevent overlapping interaction with central locking system
Include System reference, fixes compile error
Revert all cockpit prefabs to their version from main
Reapply socket change
Some exceptions to help diagnose issue
Remove SCENEOBJECTTYPEFLAG_IS_PROCEDURAL - it does nothing
Underwater visibility increase.
merge from queue_improvements
merge from analytics_rcon_improvements
Cleanup obstacle components