198,761 Commits over 4,140 Days - 2.00cph!
Removed homing launcher ADS sound
Fixed multiple deploy sounds if multi-clicking while ADSing with homing launcher
Convert brutalist prefabs
Add editor tool to convert brutalist only to instancing
Updated train tunnel entrance terrain check
Train tunnel entrance icon
Tweaked entrance mound heightmap to get rid of the gaps
Extended the lip around the mesh to help with hiding gaps
Tweaked the blend map to generate flat terrain in front of the entrance
EmitSound precaches the sound when ran in multiplayer serverside
Added NPC:Set/GetViewOffset
merge from /main/standard-refraction
merge from building_skins_3/building_skins_4
merge from building_skins_3/building_skins_4
Fixed brutalist still using HQM instead of stone
Fixed shader and script compile errors
Simplified & fixed FOV calculations for world clicker panels
Call GM:EntityRemoved for full update removes, but with an extra arg
Particle soft fade modulation test for Petur (6point shader)
Fixed missing rail connections to tunnel entrance after
87807
TerrainPlacement supports being on a child object with a positon / rotation offset
Train tunnel rail entrance terrain setup
merge from uv123-tangent-basis-fix
merge from /building_skins_3/building_skins_4
Brutalist skin now Stone replacement
Fixed several gibs r/w issues
Merge from /main/deckard-render
Fixed dof_deckard convar logic
Fixed NaN and Infinity in some cases due to undefined/zeroed params
Matched deckard sensor size list to our existing sensor list
Corrected a few sensor sizes in ConVar.Client.CameraSensorSize
merged from terrain-shader-fix
merge from building_skins_3/building_skins_4
merge from tc_layout_update
Corrections and renames for existing materials
Added additional props + prefabs
Surface materials - for flatlay renders
Only allow players to place walls at the correct rotation, no soft side facing out
Split the build base objective into two parts, building the foundations and then building the walls
This allows an extra modal UI to explain softsides
Add a specific mount stage to the final mission
Merge Main -> Experimental
Fixed modular cars not being pushed by explosion force if hit in a way where only the module(s) took damage, and not the base chassis. Reduced overall car explosion force to compensate for the fix.
Switched my inventory loadout back to standard rocket launcher
Harvest pings can now be changed per objective so different resources can have their own pings