194,507 Commits over 4,079 Days - 1.99cph!
Don't try to make random moves (editor only) if we're in-between turns
Change the "None" poker input to be a 0 value, instead of a 1
Fixed vm's with particles/lights still being visible while gesturing
Fixed Reveal Hand not playing the right action's sound. Made the check sound quieter.
Single and double door gibs no longer apply skins, currently there's no way to stop the skin material being unloaded while gibs exist in the world (will revisit next month)
Fix timer showing between moves sometimes
Fixed throwable easter egg gibs
Gibbable editor now displays a warning if the mesh has r/w disabled and no overrides had been set up
"Sync override list" option now auto assigns box colliders to everything
Set up gib overrides on snowman, bear trap, solar panel, storage monitor, scarecrow, tuna light and reactive target
Fixed Playground and BillBTestMap terrain after HDRP backport merge
Unsaved crossbow vm animator change from last week
Pre SW mountain fuckery backup
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Fixed dome / sphere tank monument diesel barrel spawner
magnet crane/shredder sound tweaks
Add net.visibilityradiusfaroverride and net.visibilityradiusnearoverride to override the networking radius of entities
Note that this affects everyone on the server so you should never need to change it (but should be useful for demo recording)
Value is specified in grid cells which are currently 32x32m and the default value is 8 (or 256m), values <= 0 will disable the override
Far is the normal view and near is the secondary view (CCTV etc)
magnet crane and shredder sounds
crane hurt/repel triggers
treads now move during turns
first person camera on magnet crane, updated sitting pose
added scrap as shred reward for 2/3/4 module cars
Adjusted min/max scaling on forest ferns and arctic small rock formations
Adjusted materials on arctic small rock formations to make them more visible
Made ice sheet terrain modifiers bigger to prevent dirt from getting projected on the ice meshes
Arctic foliage polish
Tweaked snow splat color/gloss to prevent snow from becoming too blue at certain times of day and reduce mismatch between snow and trees
Improved arctic biome billboards
Tweaked snow color on a bunch of other objects
Fixed wind turbine placement underwater
reflex latency marker option no longer saved
Enabled tinting on potato cliff shaders.
group roam position reserved memory slot, OnPositionMemorySet ai event, more group roam state wip, ui prefabs.
StudioMDL: Added -vpfix command line switch that may fix high poly models with LODs and bodygroups getting some of their meshes on LOD 0 destroyed
StudioMDL: Added "noautodmxrules" support to $model
fixed missing open and close sfx on static refinery
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StudioMDL: Added support of "autosteps" to "ikrule" in $sequence
StudioMDL: Added support for "percentstartloop" for $sequence
StudioMDL: Added "$dmxeyelid" and "$vcafile" commands
Added EnvironmentVolumeTraintunnles.prefab for map makers
StudioMDL: Added "framestart" and "nostallframes" $sequence commands from CSGO
StudioMDL: Added support for "noanim_keepduration", "forceboneposrot", "scalebonelen", "bonedriver", "reverse", "appendanim" $sequence commands from CS:GO
Slightly improved SSAO depthpass (NeedsDepthPass hook, render.GetResolvedFullFrameDepth) not working correctly with props/NPCs and viewmodels (pp_bokeh 1 now works a bit better)