31,552 Commits over 3,987 Days - 0.33cph!
Toptier door hatches cull further away (100m)
Fixed skin rendering on some icons
Increased steam auth timeout
Vending machine tweaks
Phrases
Disabling hiz culling on gfx dev types other than d3d9, d3d11 and glcore
deleting old wm to avoid conflicts
Fix for skinning errors on female torso
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Slimmed down GoogleAnalytics to single file, portable
Disabled occlusion culling on server
added most vending machine functionality
protocol++
New flame turret sounds
Fixed slot deployables not palying placement sounds
Polished a bunch of existing deployable placement sounds
Add placement sounds to most deployables that had none
Back to safe applyVis
Hiz culling enabled by default
Fixed deferred mesh decals
Game object layer is included in renderer key hashing (batching)
Fixed UV errors in metal chest plate
Water bucket optimisation
Armored doors LOD1 include the peep hole
fixed slightly off position of double door hatches
Holdtype fixes for lr300,semi auto rifle,m249 & flamethrower
Fixed binds sometimes printing out null
Fixed ent commands bound to keys getting fucked up
- Fixed issue with auto turret ak not displaying
- Added ak lods to auto turret
AH logs are warnings (yellow)
Better antihack.debuglevel: 1 prints max violations, 2 prints nonzero violations, 3 prints all violations
Enabled time.pausewhileloading by default
Custom collisions for L&R armored double doors - can shoot your face through
Updated foliage shader with barebones down version of Standard (wip)
Removed forward passes from grass shader
fixed the material on the 3rd person shell casings
double armored door hatch functional
smoother movement on hatch open/close
phrases
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More shader parity with prerelease + removed parallax mapping (for now)
Removed redundant shader tag
fixed the shells not ejecting / mag not dropping on the ak47 worldmodel
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ak mesh entity changes ( lod 2 was not displaying properly)
Beancan grenade optimisation