130,555 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Merge from hackweek_renderlod_collapse
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from hackweek_renderlod_collapse
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from boombox_toggle_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from wiring_near_vehicles_fix
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Move the update markers and previous life refresh process to happen 1s after the player dies, while the map is fading in rather than the instant the player receives their death RPC
No real visual change but moves the heavy processing to after the player has visually died
More thorough profiler coverage over the life infographic section
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added attack and dry fire states to prevent admire motion carrying over
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Remove the Scene2Prefab components on the bbq, small refinery, furnace, large furnace and campfire prefabs in the LootPanels scene
Changes made to these prefabs outside of this scene would be lost if we do a global S2P, sometimes leading to build breaking bugs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Set local scale to 1,1,1 on various wooden_crate props - used in lots of places and both child renderers were set to 0.99999994 scale on one axis, preventing collapsing.
Will need a global S2P to take effect everywhere
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed missing launch site HLOD generation
 
                
                
                
                
                
             
         
        
            
            
            
                
                Sidecar bike setup, visual and physical, WIP
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Auto run and toggle crouch will now hold their state when the player opens the chat
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reduce wheel radius slightly so that the wheel sits a small amount in the ground. Looks more realistic
 
                
                
                
                
                
             
         
        
            
            
            
                
                More suspension work. Should look smooth and good on both bikes and snowmobiles now
 
                
                
                
                
                
             
         
        
            
            
            
                
                Revert suspension fix, was worse than the original bug
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed 'prevExtension' bug
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix some missing deploy guides
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge invoke_execution_time -> analytics_server_profiling
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed train tunnels not rendering properly on the map
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from main -> analytics_server_profiling
 
                
                
                
                
                
             
         
        
            
            
            
                
                Suspension fix, doesn't break snowmobile suspension anymore but still works for bikes
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▅▊█▆▊▌▊ ▌▄▊▇▅▅▋▅▌▍█ ▅▇ ▋▆▄▋▅ ▄▉▆▄ ▊▇▇▊ ▅▄▅ █▊ ▇▆▉▋▆▌█ ▋▇▇▋█▄▄ ▉▇ ▊▌▊▋
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▉▇▋▍▅ ▄▆▇▍ ▆▊▇▉▆ █▆█▌▅▍▉▍▌ █▄█▊ ▊▋▌▄ ▄▆▅▋▅ ▊▍▆▊▋▉▊▋ ▌▌▄▇▊ ▆▍▉▌▅█ ▊█▇▍▋ ▇▉▉▅▆ ▊▅▇▉▇▉▉▊█▅ (▄▆▅▉▅█ ▆▍ ▉▍█▅▄▊ ▅▊ ▆▍█▇▅▍▉)
▉▆▋▊ ▌▆▋▇▍ ▇▍█▇▇ ▌▌▇ ▄▊▄▆▋ █▄▊ █▋▆▉▅▅ ▄▄ ▋▉▆▇▋ █▊▋▉ ▉▌▄▆▌ ▆█▅ ▅▆▉▍▆▋/▌▋▍▇ ▉█▋▋ ▆▍▇▉▋
▊▉▉▊▍://▆▊▆.▊▍█▊█.▌█▍/▍/█▅▉▋▇▉▋▄▅▇▌▋▉▄▍▆/█▌▊▉▊▊▋▉▉▆▋▉▋▄▉▆/▋
 
                
                
                
                
                
             
         
        
            
            
            
                
                █▅▍▅ ▇▉█ ▇█▋▋▆▋▅ ▊▋▌▇ ▄█▄▄ ▆▄▊▌▆▅▊▉ ▉▍▊▄▇▍▇▆▉█, ▋▇▇▇▋▇▊▇ ▆▋█▋ ▍▇▊ █▍▍▉▉▇▆ ▊▌▆▋▉▋▌, ▋▇▊▌ ▊▋▊▊ ▍▆▆▆▍▌▍▅▋▄▆ ▇▌▍▇ ▊▄▅ █▋▉▄▄▋ ▍█▉▇▌▍▇, ▊▄▌▄▋▆▆▇ ▇▊▋█▊▇ ▇▄▋▄ ▍▌▉▆ ▌ ▄▌▅█▆ -> █ ▇▉▇▌▋ (▊.▇▍▌ -> ▊.█▋▋ ▄▄▋▊▇█ ▊█▋▇▍ ▅▋ ▇▅ ▋▆▉▋▄▍▄)
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Modified the launch site scene
- a few generators & the overhang on recycler building were overriding the RendererLOD state to 100m
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix dockwall_stairs_600 missing a material causing the top to look transparent
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix ticket booth windows going opaque past 60m
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix pillar in front of triple boost building being culled past 75m
 
                
                
                
                
                
             
         
        
            
            
            
                
                Set culling to 300m on tire stack, launch site grills in front of rocket building, walkways up the back, pickup truck
Fix green card room windows going opague <300m
 
                
                
                
                
                
             
         
        
            
            
            
                
                Min 300m culling for all the pipeline prefabs used in launch, the crate cover & the planters
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add `minDistanceMultiplier` to RendererLOD to prevent mesh.quality scaling down LODs for low settings
- fixes windows becoming opague at low graphics settings
Apply min LOD scaling of 100% to all the prefabs with windows (airfield towers, launch site warehouses, launch site rocket building)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix windows of rocket puzzle building becoming opague past 60m
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed not seeing gaps in windows in launch site warehouse buildings past 100m
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix not seeing gaps in airfield tower windows in launch site by increasing LOD1 from 40m -> 350m
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix a bunch of prefabs inside launch site that cull at 100m - 200m -> 300m (network range)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Configurable sensor range
 
                
                
                
                
                
             
         
        
            
            
            
                
                Clear any old slack levels when poolin a new a wire
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Remove file.AsyncRead from menu state entirely, since its broken anyway
Added new shader parameters to `Core` shader
$ENTITYORIGIN
$DIAMETER
(They are case insensitive)
Added $BASETEXTURESPEED,BASETEXTURE(2/3)SPEED for VolumeClouds shader
forgot this file for asyncread
concommand autocomplete tokenized arguments argument
Port hack for Portal 2 .wavs that are actually .mp3s
Remove Episode 2 exclusive soundscapes from gm_construct
 
                
                
                
                
                
             
         
        
            
            
            
                
                latest blunderbus viewmodel anims export
 
                
                
                
                
                
             
         
        
            
            
            
                
                Detect nearby explosive ammo hits