122,298 Commits over 4,048 Days - 1.26cph!
Removed hudcomponenttoggle, replaced it with just using hudcomponent with no second parameter
[Paddy requests]
- Added select all and select none options to the HUD Tools menu
- Added a toggle version of hudcomponent
- HUD toggles now support enabling and disabling HUD components that don't have their own canvas (e.g. Vitals)
- Crosshair sub-components are now manually included in the tools list as available to toggle (can also be toggled via convar)
[For Paddy] Admin client convar for HUD component toggles. Format: hudcomponent BeltBar t
It is, unfortunately, case sensitive.
Smoother ferry acceleration and turning
Apply the 50% minimum distance to SprayLineDecal as well
Fixed decals disappearing very early at low Object Quality settings
removed automatic recoil compensation - too easy to tap kill
fixed muzzle boost affecting horizontal recoil
modified HMLMG to be initially inaccurate and to become more accurate during sustained bursts
added leftward recoil drift to HMLMG
shortened HMLMG reload duration by 1s to match animation
added HMLMG to T3 tech tree
added extended mags to T2 tech tree
Fixed extended mags always causing a weapon to unload
compound bow loses less durability while held back
reduced rocket launcher condition by 50%
reduced height and size of landmines
added flashlight mods and silencers to weapontest loadouts
added extended mags slot to all weapons without internal magazines
fixed first shot of SAP playing the non ADS animation while in ADS
protocol++
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Add a safe zone to the ferry
Vehicle sensitivity slider in options menu
Turn the nexus dock prefab into a monument (WIP)
Automatically spawn a nexus dock in procgen when the server is running as a nexus
Fixed the "correct' vehicle sensitivity being too high, lowered to match feeling of old behaviour
Updated charcoal texture / fixed specular map and tweaked resolution / reduced tilling in the charcoal_pile material and added a macro detail map
Fixes and basic initial tamed/wild switching implementation.
material updates following texture changes
fixed gaps in powerplant sewer drains placement
material updates following texture changes
Updated mud_a textures for new ones
Added a gravel_b set for roof gravel and general construction gravel so as to stop using the terrain one in places that dont fit
Updated locomotive to include bogies with bones and couplers with bones for animating
Updated charcoal textures for new ones
Disabled head bob while flying
Merge Main -> Media Projects
Added ability to toggle the error text component
Added HUD components to the admin tools menu. Allows for enabling and disabling individual components of the HUD
Potential brake sparks fix
merge from hapis_conversion
Fixed big oasis still not spawning proper palm tree clusters around itself.
Errn demanded ziplines down from the mainland cliffs over to the satdish island and back.
More autospawn floater fixes.
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Improved forest spawns in the western desert.
Buncha other fixes, with emphasis on floating decor on cliff verticals in the desert.
Update ferry to actually sail across the ocean to and from the matching island billboard entity
Fixed the new southern islands forests not spawning properly, and gave them some more ore.
More concentrated forest patches in the desert area.
removed some patterning in sidewalk_b
new gunshots for AK, semi pistol, semi rifle, m92, mp5, custom smg, and lr300
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merge from hapis_conversion
disable temperature on weapontest
Updated plaster_a and brick_wall_c texture, as well as the brick_wall_plasterblend material
Another big chunk of bugfixes. (This changeset is functional)
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