252,729 Commits over 3,990 Days - 2.64cph!
Fallback to team color when PlayerColors.Instance isn't present for now
Unique player colours, shown on radar, nameplates, and outline
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Hooked up first person struggle anim for unlock minigame
This is why death sounds were playing on inverted teams
Tentative fix for player marks not showing up
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DPV changes
- toggled world collider to represent horizontal character better
- drift stabilizing force scales against engine power
- some cosmetics toggle with flags
Add reason to "Unmounting addon X" message
Attempt to fix weird Linux filesystem crash
Replace zoom sound with something that isn't played in 2d, across the whole map
Try to update the round state team properly when the team changes, but doesn't change count
Order weapons in player marker panel
Bit of protection in scoped weapon
Relaxed the seismic sensor distance checks to mitigate wall thickness
Tossing a C4 on a wall exactly 10 foundations away was not working as it was 30.25m away from the sensor
Fixed scene selection not updating when switching active scene
Scene tab fixes
- Fix scene tabs being invisible when restoring layout
- Save/restore scene tab position in window state
- Place new scene tabs with existing scene tab when possible
Calculate eye height in a way that works for non-local clients, reduced anim weight significantly
fixes
cleanup
more images
async events reworking
fix async timer
remove card IsDirty
Wire slack bound to the mouse wheel directly instead of next slot/previous slot
Set a few culling convars to admin-only as changing them might cause problems
correct protobuf entity name - no serialized data yet, so keeping the same field id
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marge from hackweek_renderlod_collapse
merge from ScrapHeliSpeedoFix
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Let's fix this properly.
- ALLOW swaps that take an item in a stack-limited container and try to swap it with another item that's stacked more than the container allows.
- TRY to take just one from that stack and leave the rest in the old inventory, while also depositing the item that was dragged out.
- CANCEL the process if the player has no inventory space for the new item (since unlike a normal drag-swap, we need an extra slot for the split item).
Remove shadow depth bias from shader, it should be controlled by shadow matrix on lightbinner
Fix (3D) Skybox with inverse depth range
Fix SSR backtracing on reverse depth
Example graph for model-space additive blending implementation
Frontier Hazmat viewmodel
Block drag swaps of this sort: An item is dragged out of a stack-limiting container onto a stack of items which have an amount too high to go into the container. Fixes all but one item in the stack being destroyed.
Unlike the previous fix, this version of the fix does NOT prevent right-click or hover looting one item from a stack into limited-stack containers.