113,995 Commits over 3,959 Days - 1.20cph!
fixed bug where NPC rockets/shells could detonate before hitting target
fixed invisible curb at launch site
Added texture find read write enabled tool
No material filtering on tex usage report
Viewmodel texture updates
Eliminated GC allocs from FileStorage / Signage / UIPaintableImage / MapEntity by smarter caching (TODO: make async)
improved helicopter searchlight
perhaps improved interpolator jitteriness
servergibs have proper mass
oilfireballs sort particles properly (oldest first)
Disabled mesh particle shadows on a few fx to avoid shadow bug (try again after 5.6)
fixed bradley lights on during the day
fixed bradley lights on on gibs
fixed missing ref for coax muzzle
gas_station polish & bug fixing
Fixed WaitForSecondsRealtime being broken
Added additional profiling to UpdateInventoryFromSchema
toilet furniture LODs/COLs/Prefabs & textures
gas station level update
improved the muzzle effects for the m2 bradley firing ( cannong / coax gun )
fixed NRE when "spawn bradleyapc" command is used
updated helicopter explosion debris to not be large untextured brown sticks
updated helicopter damage effect to not be large untextured brown sticks
helicopter gun muzzle flashes now aim towards target instead of always aiming straight up
updated helicopter explosion fireballs
Geiger World model, prefab, mats, textures etc
further adjusted some launch site props
tagged certain launch site path nodes as 'straightaways'
bradley will no longer turn 180 degrees when on a straightaway (won't get stuck)
Ak, Beancan grenade, Bone club, Binoculars, D Shotgun, M92, M249, Sawnoff shotgun, Semi auto pistol, Semi auto rifle, Stone spear, Wooden Spear, Thompson - Updated to latest rig & added new arms
Clamp npcs to the ground as we are traversing a navmesh link.
Fixed some issues related to agents getting back to normal movement after completing a navigation link.
Added scattering/fog support to new explosion shaders
removed boxes and cones that would get the bradley stuck
adjusted props to slightly funnel the bradley in hard to navigate areas
preliminary engagement path work - don't allow bradley to turn in straightaways
Closing potential sources of NRE in occludees
Packed another few dozen materials
Minor tweaks to texture usage report tool
Supermarket loot spawn tweaks
Merge from weekend_branch
Supermarket final tweaks and polish
Packed hazmat suit materials
Downscaled hazmat mask textures
Downscaled wood armor and roadsign vest
gas_station update
gas pump LODs/COLs/ Textures and prefab
Downscaled heavy plate jacket and pants
Packer tools support for 48 and 64 bpp
Fixed imageutil savetexture swizzling
Fixed compile warnings
Supermarket cash register