127,209 Commits over 4,109 Days - 1.29cph!
concrete slabs models, LODs, COLs, ready to place prefabs, textures
powerplant dressing update
Retired Deployer and DeployGuide scripts
Converted all deployables to use the planner entity for deployment
Network++
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Decay protection points use sockets (faster than physics query and actually reliable)
Re-added deployer for locks (until we have something better for them)
SoundFade tweaks for andre
Bail early when trying to StartSound on an AmbienceEmitter that's not active in the heirarchy
flamethrower viewmodel prefabs / sounds / special fx
Ported over fix for AO overdarkening screen top
reduced the amount of wrist deformation when the flamethrower reloads
brick piles and coal piles models, LODs, COLs, ready to place prefabs, textures
powerplant dressing update
Added background texture for blog render videos
reactive target fbx, lods and materials
Matched old playermodel prefab settings. Fixed some negatively scaled bones.
Removed hand popping into view on all hatchet vms
concrete piles models, LODs, COLs, ready to place prefabs, textures
powerplant dressing update
Added skin variation lookup
plaster rendered brick walls variations prefabs
powerplant dressing update
fixed incorrect material display on brickwall LODs
Added detail spec/gloss to skin shader; made SSS blur stronger
Fixed horse materials and some texture settings; switched hair shader to blend nicely into fog
Tweaked horse mat variations; fixed glass low quality not getting fogged; added basic placeholder hair shader
Conditional models run on both client and server
Building block prefab updates
Tweaked a number of important textures to use trilinear filtering (coz it's 2016) and anisotropic
Added command "clear" (clears console)
Added command "copy" (copies console content to clipboard)
Workshop download diagnosis code
electrical shock code for code locks, no more bruteforce
Fixed separable blur shader error
Added "ent who" admin command - for seeing who created the entity
code lock shock final pass
min 5 damage from codelock failure
Fixed skin shading regression on OSX/glcore
Way better melee rock impacts