199,192 Commits over 4,140 Days - 2.00cph!
Reproduction persistence (untested)
Tires stacks models/LODs/COLs/Prefabs and textures
Harbor_1 backup
campfire and large building updated for new building sytem
Updating the inventroy screen.
Patched hair, skin and clothing shaders
* Updated localization files
! Added stuff for overrides/, moved HL2 chopper bomb content to overrides/
Unified EnvironmentVolume, TerrainCollisionTrigger and WaterVisibilityTrigger (should be fully backwards compatible)
SaveLoad GetSaves missing directory create
Automated Windows Build #488
Disabled keepalpha in clothing, hair and skin to allow latest ASE until fix is up
Updated ASE to 25.002
Automated Linux DS Build #488
FlockDriver.OnDestroy disposes culling groups
Misc Player reset tweaks
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Added wrecked version of car
Player camera module resets
VicinityEffect reset/physics trigger cleanup
Refactored entity view containers so that we get a cleaner scene heirarchy after load
Committing some partial work on vehicle damage FX etc
Added Player.SimulateGravGunPickup, Player.SimulateGravGunDrop, Player.GetPreferredCarryAngles
Automated Linux Build #489
Automated Windows Build #489
Automated Linux DS Build #489
Automated Linux Build #490
Automated Windows Build #490
Automated Linux DS Build #490
Should fix inconsistent emission on some workshop skins
junk resources - fbx/col/textures/mats
Increase built time timeout
Fix for misaligned leather gloves
Fixed some missing materials on den prefabs causing NREs
Let's not always cycle selected unit after game ready is invoked in PlayerController.InitUnitHandling
Refactoring Player persistence so we don't init components repeatedly
PlayerProgression refactor to use entity/asset ids in persisted data, not references
water bottle & bota bag world model updates
unconnected the part of the shader that broke lighting while next to fire
edit to jog right player anim ( to work better when holding bottles)