194,538 Commits over 4,079 Days - 1.99cph!
Added pause/resume support for A* navigation
manual merge from my sleep/wake stuff
Added sphere tank monument
Add nexus.redirect - a client command that makes the client switch to a different server, runnable from the server
Disable immediately unloading unused mipmap levels + clarified texture.stats a bit more
Move default spawnicons to fallbacks.vpk so user changes can take precedence over the default icons
Added fallbacks.vpk to "MOD" search path
Baked LODs for rock_formation_medium_e
cherry pick displacement fix
Fixed displacements not having collisions with vphysics on certain maps
Fixed broken specular on dead pines at low shader level
Gibs and collision
prefab update
Fixed scrappile LOD1 missing backfaces
Staggered LOD distances on the gas station buildings to avoid pop
Gas station S2P
Fixed not being able to change the colour of a line more than once in a session
Need to look away from an IO entity to open context menu
Added TreeEntity.SpawnAllTrees convar for testing (editor only)
Physically prevent Roadsign1, Roadsign2 etc from being added directly to scenes, and show a warning in the logs about what's happening (I tried to show a EditorUtility.DisplayDialog but had some issues). Spawnable now supports forced prevention if desired for anything else using it.
Updated the default arc generation for tree markers.
Now updates the arc height based on the DecorScale (since some trees are now being scaled dramatically and squishing all the tree markers to the bottom of the tree).
Added some editor buttons for assigning default arcs and updating marker data (also supports multi select).
Updated tree entity gizmos to show a box showing the players relative size to the tree after decor scale will be applied at runtime. This helps with quickly spotting trees that will have issues when scaled.
Regenerated tree marker data for all trees.
Update road signs to the correct type in Junkyard, Satellite_Dish, Military_Tunnel_1, MaterialTests.
Fixed sewer roadsign types
Fix negative roadsign scaling in sewer
Solar panel update
Reworked solar panel slightly.
reworked solar panel cells texture.
updated prefab and material.
cherrypick the vehicle camera eyeangle fix
Rebaked LODs on rock_formation_medium_b / original mesh was too off
Slightly tweaked some LOD4s
Added a 3rd argument to Pre/PostDrawTranslucent/OpaqueRenderables - isRendering3DSky
Allow post effects to be rendered into an intermediate format.
Lowering snow_ore population to 1000
Bumping arid_ore population to 1750
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compound ai hdrpb setup.
added hdrpb compound test scene.
Fixed parenting issues with func_movelinear, and a an issue with startSound possibly not restarting
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Entity.GetModelMaterials will now return complete list of materials if used on a brush model, including the map. Maximum for models is reduced to 128 (from 256) which matches other places in the engine when it comes to models.
Fixed performance discrepancy of Entity:GetMaterials() between different models
WIP support for changing colour of electrical cables