241,085 Commits over 3,867 Days - 2.60cph!
Triangulate quads inside obj loader
Conveyor is ModelEntity, uses model exported from Hammer w/ hotspot textures
Added `global_networked_bases` convar to disable networking of global building blocks server side
Rocket trail replacements WIP
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Log time taken to send all global entities to players
Mirror UV when sampling inside filter - prevents ugly border around some elements when using `filter: blur()`
Fix chat
Set tickrate in project settings
Dev map update + full compile
Use vmap inside menu scene
Tweak menu card styling, don't filter
merge from hold_to_reload
Cleaned up implementation and handled a few extra scenarios.
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Leaderboard backup, run #5198
Placeholder materials in mining demo
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Collision mesh vertex merging (#13)
If a 2D layer uses one material for all faces, simplify mesh generation
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Mirror() will now not duplicate vertices on the mirror plane
Assuming the normals / tangents are tangent to the mirror plane
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Added parachute canopy art
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Merge from spinner_tugboat_fix (fix bandit camp wheel rotation)
Squash merge of mainmenu branch
hackweek cliff scene backup
Merge Main -> Experimental
Building grade skin components added to blocks prefabs for frontier skin
Clamp max smooth angle to less than 180 degrees, fixes #1
frontier skin building grade
Fix broken normals in 2D SDF meshes #16
Updated prefabs and LODs values to the screwdrivers and suitcase models
roof.triangle.up.top.line conditional
conditional prefabs linkage pass
Fixed parachute throwing collision error on standalone client
Compiled shaders with aoproxy fixes
Leaderboard backup, run #5189
Weapon rack reload menu option has to be held for the amount of time it would take to manually reload the selected weapon.
Added a Glass_Small physic material, identical physics settings to regular Glass but allows us to specify new effects for small glass surfaces
Created Glass_Small impact effects and decals, all new effects and decals are prefab variants and decals are scaled down by 15%
Applied to bottle_cluster_a, bottle_cluster_b, beer_bottle prefabs (but no S2P so monuments will be missing this effect)
New buoyancy option to go kinematic instead of going to sleep. Only using it on Tugboat for now.
Rowboat/Tugboat/RHIB now using the On flag for being On, instead of Reserved1. Buoyancy now has an On check that doesn't ever sleep if the vehicle is on.