241,281 Commits over 3,867 Days - 2.60cph!
Launch config, fix assert in OnNewModel when re-loading an animgraph from disk
Moved more core assets to asset party
Merge from main -> global_networked_bases
Delete unused method
Fix and simplify condition that could never be true
fixed gaps in RHIB
removed old LODs and included new LOD mesh (RHIB.fbx) to fix it
haven't touched any other element apart from the main body of the boat
updated prefab
Reverting bundle tests from last week
Update compiled shaders with AO changes
more balance
Merge branch 'main' of sbox-sausagesurvivors2
min bullet damage, etc
balance nerfs
stats panel wip
Attempt to treat mousewheel input more logically
Continue to update mouse position in relative mode even though it makes no sense
Fixed an invisible collider near the smoke stack on small oil rig
Fixed meshes randomly disappearing due to using draw call index instead of renderer index
reconfigured attack heli mechanism based on BillB's feedback
updated textures and materials
added new version to the prefab.entity and hid the previous version so bill can gut it
Added temp parachute backpack model
Detached backpack models from makeshift + nomad
Set up all hazmat prefabs to remove backpack models
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[Pick] Composite baked AO into diffuse lighting
Leaderboard backup, run #4685
Missed a prefab in 'Fixed duplicate collider names'
Fixed duplicate collider names
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Setting up Tom's heli turret model WIP
Merge Attack Helicopter -> Aux2. Makes attack heli available at Air Wolf, fixes broken Scrap Transport heli.
Fixed pumpjack belt texture scroller not applying properly while spinning up/down
Attack helicopter physics edits
Fixed missing attack heli purchase action string
Merge Main -> Experimental
plastic likes to randomly exclude some .mat files eh
SAR inner barrel missing face fix for rigged version
previous fix was for the world model
shadowbox for slotmachine fix
Reinstate changes from
85078, but using "Standard (Specular Setup)" shader instead of "Standard" shader with "Specular Color" material mode for wood_cabin_door.mat. Will hopefully fix everything becoming shiny.
set keycards to Force No Motion to prevent crazy motion blur bug
until there's an actual fix
Fix SSR traces not being able to backtrace, do linear search when doing backtracecs
https://i.imgur.com/UzNKHRL.png
Backport simple water from SSR branch
Water fog and refraction
Iterate, make WaterRipple a custom sceneobject so we can fetch depth from it and only render when visible
Fix water ripple collision
Fix SSR issues, just do PS > VS converstion to be faster, composite it directly to water
[Pick] Proper support for blitting MSAA textures, also fixes blitted framebuffer textures on Vulkan
[Pick] Composite baked AO into diffuse lighting
Basic link editing
Full link editing
Attribute html values
Image block
Image paste support
Clear drag
merge from august_art_bugfixes