121,192 Commits over 4,018 Days - 1.26cph!
detatch tow when horse swims
Added walking bee model, textures and materials
natural beehive
world model LODs
materials and textures
Replaced old camera-based environment volume indirect lighting code with new spatial version
Add proc anim to croc tail
merge from primitive/gameplay
Re-added debug capsule rendering 💊
Initial single plant pot setup
Era restrict nail gun, pistrol ammo, revolver and waterpipe shot gun - Removed from primative gamemode
Conform crocodile x-axis (roll) rotation to slopes, as even though it looks odd with tall animals it looks natural for them
Ballista projectile refactor, we now use the Projectile class (wip)
Pitchfork tweaks
renamed unclear player ragdoll param force->velocityOverride
* Fix text rendering by converting LineStrip topology to Lines
* Allow world-positioned but screen-aligned text like DDraw.Text
* Implement distance fade effect
fixed BillBTestMap
- got rid of old mockup towables
- painted ocean topology on bring the water back
Made the deferred decals work with the new environment volume system
Merge main into spatially_aware_env_volumes
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Fixed bottom siege tower drawbridge not having sound
Capture shadow mode setting
Minicrossbow ClientInit NRE fix
Subtracting previous shoreVector fuckery
Fixed TerrainTexturing.Instance not being updated in Setup()
fixed horse ragdoll not updating horse pos/rot in builds
Console autocomplete now works for commands prefixed with "sv"
Single plant pot
lods and materials
have yet to setup scripts
reset saddle eye easing values when mount state changes
Revert Playground scene, added Playground_Horses
Set horse MaxVelocity overrides, fixes the entity_distance rejects when shooting at a player riding a horse
Merge from train_tunnel_altitude_2
Texture update for ballista
Merge from train_tunnel_altitude
Added EnvironmetnVolumeCheck to cliff_coastal
added printbinds command to print all your binds to the console
- decrease acceleration when swimming
- increase land sprint speed
- charge when injured
- fix swim sprint anim playing briefly sometimes when not sprinting
- submerge more when swimming
Scene terrain order change
Switch land or swim attack depending on context
Merge from creative_holdToPlaceDuration_bypass
Merge from main, rebuild F1 item button after conflicts.
Fixed Medieval barricade researchable
Reimplement as separate ConVar.Creative.bypassHoldToPlaceDuration