126,260 Commits over 4,171 Days - 1.26cph!
Added a new MidiConvar system to map convar commands to midi inputs (buttons and knobs)
Adds "BindKnob" command to map a knob to a command with a float value (eg "BindKnob 0 graphics.fov 70 90" to bind knob 0 to the fov)
Adds "BindKeyOn" and "BindKeyOff" to bind a midi note (eg BindKeyOn 60 "graphics.dof_debug true" and BindKeyOff 60 "graphics.dof_debug false")
Commands are automatically saved and loaded
Updates to vehicle lift repair UI, as well as UI setup for creating car locks and keys, or removing a lock. Reverted RepairBenchPanel to the version from earlier Main, and it no longer needs the Vehicle-branch changes. Protocol++.
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Various hit FX iterations.
Added more bespoke effects for certain material/attack combos.
Material improvements.
Merge cleanup (custom material support)
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Tidied up renderer class and a setup a test.
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Added static tile renderer classes
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wall.external.high.wood static version for monuments
re-made wall.external.high.wood to current visual standards
Fixed jerrycan clipping on rowboat
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merge from wood barricade
motor shop set dressing backup
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Added DropZone prefab for custom map makers - modding dir
Fixed broken LODs on industrial_bld_d
Use LOD1 for guide placement on external wooden wall - helps visual placement
Merge from thirdpersonskins (fixes skins not appearing on some third person models)
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Added car key item. Plus minor edit to door key description.
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Fixed some weapons not aligning properly when using ironsights on ultrawide resolutions
Put the z offset that solves the clipping issues at ultrawide resolutions behind the graphics.vm_fov_scale convar so we can fully revert back to the old weapon look/feel
Adjust car steering speed, max speed