125,642 Commits over 4,171 Days - 1.26cph!
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progress on guide mesh rendering improvements
Refactor targetting checks into Check class
Dont target fresh players:
Onland
In helicopters
Too far above us
water shader data fixes
Fixes water on sp_a3_03 looking wrong, but not completely
EnvMap support for expensive water
Updated some map icons that had ugly water
Increase hardcoded max update rate to 150
Fix `kickid` by SteamID64 not working on dedicated servers
Minor cleanups
Prevent crashes in engine tracing code
Fixed render.SetShadowsDisabled calling the wrong function
Improve handing of BSP model names for clientside entities
Tries to set the model index so tracing code can work
Fix color picker events, upgrade components to look more rust-y
Various cleanup/refactoring/optimization bits
Get rid of allocations, stop settings preview crosshair updating while menu is closed
Add convar to reset crosshair back to default
Fix compile error
w_hmlmg updates
- re-skinned updated uv'd model & re-exported w_hmlmg_rigged
- set updated rigged model to import mats (as per new workflow)
- set mats on .entity to revert to receive updates
- rebuilt .worldmodel prefab due to existing model used not being linked
Add colourpicker to workshop skin editor, switch skin editing rows to FlexElement
UI pages cache their scroll rect components and disable them when invisible
Musical instrument and bow updates for entity, hold types and anims
Cargo can no longer exit the main island from the deep sea side
Added cargoship.egress command
More dirt on food market containers. Alpha added to hanging fish material.
Removed the blue cast from the clovers on our old grass splat texture.
Ground spawn improvements.
merge from skeleton_bonename_fix
Changed BoneProperty name tpye from phrase to string instead
No reasons to have phrases, they arent translated, we always excluded them from the phrase update and its causing issue with the recent localization changes
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naval_update -> scientist_boat_ai
Fixed problematic range mapping
merge strip_ghostship_renderbatch to naval_update
Strip renderer batch components from ghost ships
Adding vendor NPCs and recycler, etc. to floating city level
missing localize on rcmenu
Include a version number (4 bits) to make future crosshair code changes easier and allow us to keep compatibility with old codes
Switch to base 62 to ensure only alphanumeric characters are used
ignore obstacle logic running when the desired pedal is meant to be around 0
color tweak on floating_walkways_surfaces_a mat
Force a reverse of at least x seconds
Environment volumes added to supplies barge, falloffs tweaked in farm and supplies. Increased LOD values for floating walkways. New jerrycan coloured variants.
merge from drone_storage_slot
material tweaks to piers of floating city to enhance readability, increase algae look
added "marked hostile" text to rc fro drone feedback, fixed text not being disabled when drone is destroyed
Make sure cargoship cannot spawn from the deep sea side when trying to find a random point offshore
pass down override item into SetUpThrownWeapon virtual func, fixes casette recorders
handle inter-realm collision properly in EntityCollisionMessage by ignoring it, not converting the entity
Merge from vram_monitoring