110,878 Commits over 3,897 Days - 1.19cph!
mostly breaking ice triplanar but forcing it to use local position for triplanar shader for now while testing in-gui sculpting
Updating battering ram rig hierarchy
Added knight armour dlc 4k cinematic textures for media
fixed offset of lod transforms in jungle_ruins_walls_corner_B_02 prefab
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merge from qol_report_server_rules
merge from workshop_scene_update
Updated knight armour dlc materials and textures
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Merge from magnetcrane_deathscreen
Added forceDisableTurntableInItemStore option to steam inventory items, allows us to disable the 3d render in the item store if there is an issue (better approach than just hardcoding ids to check)
Enabled on advanced xmas lights
Updated invisible admin cube + wall so they can be removed using ent kill
Added a prevent building volume to mine_tnl_entrance_xmas, fixes small space where building was possible in xmas tunnel entrance
Fixed shield resetting to idle briefly in 3rd person when getting shot/hit
Added magnet crane avatar icon for death screen. Updated entity with prefab information.
merge from hexagontile_kill_fix
Disabled saving on hexagongrid.entity
Improved projectile hit handling for shields
Due to the thickness of the player capsule on the server the player often fully encompasses the shield collider, leading to the shield missing shots that it should be blocking because the shot hits the player first
Server fired and player fired projectiles now do an additional check when damaging players to see if the shield should block the hit by checking the racyast against the equipped shield
merge from socketmod_handles
Changed SocketMod and DeployVolume gizmos matrices so they don't take scale into account
Fixed melee vm hit block animations not playing
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Updated muzzle boost description
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Merge from delete_entity_by_id
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Merge from fishtrap_restart
Merge from clearUGCByPlayer_fix
Merge from version_auto_printout
Run the version command on client startup
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Fixed weirdness when applying a door to the Siegetower
merge from clientserver_entityfinder_tool
Minor emission consistency tweak between the two variants.
Brightness scaling material fix.
Naming cleanup.
Finalized update.
Texture optimization.
FakePhysicsRope no longer depends on line renderer. Also setup as a ClientComponent
- Integrate clouds with WeatherPreset/Climate. Cloud configs transition with weather. Randomly chosen from list of configs on WeatherPreset or default list in Climate. Presets can also include a storm/overcast region.
- Weather map scrolling uses EnvSync time
- Some other adjustments