130,612 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Fixed a bug that caused the deferred indirect lighting pass to not run
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Slightly increase snake slow duration
 
                
                
                
                
                
             
         
        
            
            
            
                
                Baseball Cap - Added new baked AO texture and also turned it into the gloss channel for the existing spec texture
 
                
                
                
                
                
             
         
        
            
            
            
                
                Large Wood Box - Added an interior mesh to the box, with normals pointing inwards, and a new UV shell in a spare space to allow for much improved transparency support on this asset, giving workshop creators a lot more freedom
Updated all textures to support the new UV shell, the rest remains unchanged (Not really necessary since it wont be seen on the default skin, but might be useful to creators that don't export the model to find the new UV)
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed material setup on security gate
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▉▅▌▍▆█▋▌▍▅▍▄▅▋▍▊ ▆▊█▍ ▉▊▇▅▄▊ ▆▍▆▉▍▉▅▅█▆▊ ▊▇▌▊▌▍▌ ▊▉▄▌ ▉▊▅▉▊ (▉▇▍▌▊▍▉▆▌▊█)
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▉▊█▉▇▊▌▌▋███▋▊ ▉▇ ███▅▆▅ ▍█▌▇ (█▊▊▍▅▄▇▅▋▅▄)
 
                
                
                
                
                
             
         
        
            
            
            
                
                added effects game object in prefab 
copied similar lights from duo sub and tweaked values
 
                
                
                
                
                
             
         
        
            
            
            
                
                cant save thrown boomerang
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Retain Boomerang on hit (lodge it like other projectiles)
- Scrap bunch of left over hatchet stuff on world model
- Setup semi decent LOD values
- Standardise both thrown and world model settings
 
                
                
                
                
                
             
         
        
            
            
            
                
                Rover Sub 
LODs, Col, and GIBs 
materials and textures 
setup propellers individually to be controlled via code
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated hide pants and hide shirt material dirt layer
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added spec/gloss texture to hide pants and hide shirt, plugged existing AO texture in and tweaked material to use it
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Refreshed LODs with the new lod baking tool, a first pass
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: adding throw away tests to investigate how I cuased a native crash yesterday
So far everything points to BasePlayer being removed after we cache all transforms for the burst jobs and before the first RecacheTransform invoke, but I haven't tracked where it's coming from.
Tests: ran the hacky unit test
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed the additional flags buffer from the deferred indirect lighting implementation as the data is now packed into the emission target's alpha channel instead. This should hopefully fix the performance issues with the deferred indirect lighting.
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Animation updates for boomerang viewmodel content
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▅▍-▆▅▅▊▊ ▋▋▉▊▍▋▇ ▇▇▊▉▍▍ ▅▆▆▍▆▅▋ ▋▆▄▆ ▋▍▋
 
                
                
                
                
                
             
         
        
            
            
            
                
                Desal tanks texture update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Desal tank LODS and prefab update.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed bug causing has thrown not to be reset properly (clientside)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Double max placement distance for wall mounted hanging banner, no need to build annoying scaffolding for placement  - https://files.facepunch.com/Alistair/121/03/2025/4p71/Unity_YR5BwCX2Mx.png
Pole banner max placement increased 
Pole banner can now be rotated before placement
Pole banner can now be placed on construction
 
                
                
                
                
             
         
        
            
            
            
                
                Route catch through RPC rather than flags to reduce the back and forth
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fixed hammer model scale preview scaling bones multiple times
Unhide sv_hl2mp_weapon/item_respawn_time
Also made mp_weaponstay work for map spawned entities
Added prop_disable_distance_fade to console switches
Also made cheat convars be disabled if sv_cheats=0
HTTP calls the fail function with -disablehttp
Fixed ep2 props overriding hl2 content unintentionally
Updated a bunch of HL2 map icons
To better represent the areas on them/be more recognizable and less dark
Touch up episodic icons as well
Added missing TF2 map icons
console quick switch adjustments
Having cheat cvars be disabled is annoying, since they still work in singleplayer
Also just remove prop_disable_distance_fade from this, as I don't feel like it belongs
Fixed infinite loop with removing world decals
Remove cl_customsounds
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed hammer model scale preview scaling bones multiple times
Unhide sv_hl2mp_weapon/item_respawn_time
Also made mp_weaponstay work for map spawned entities
Added prop_disable_distance_fade to console switches
Also made cheat convars be disabled if sv_cheats=0
HTTP calls the fail function with -disablehttp
Fixed ep2 props overriding hl2 content unintentionally
Updated a bunch of HL2 map icons
To better represent the areas on them/be more recognizable and less dark
Touch up episodic icons as well
Added missing TF2 map icons
console quick switch adjustments
Having cheat cvars be disabled is annoying, since they still work in singleplayer
Also just remove prop_disable_distance_fade from this, as I don't feel like it belongs
Fixed infinite loop with removing world decals
Remove cl_customsounds
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Tweak croc belly flop tracking, attack rhythm, turns
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                 merge from fix_item_load_nre_check
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from incapacitated_respawn
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from max_health_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from commandline_args_overrule_cfg
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from retroTC_save_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix croc letting you go in its back too easily
 
                
                
                
                
                
             
         
        
            
            
            
                
                fix NRE crash on killing snake (ragdoll not setup properly yet)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add some base damage to radiation dart.
Increse all dart damages.
Scatter dart spread changes.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update admire animation and reset/reassign bones in viewmodel
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix wood barricade double not carving navmesh
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix croc not interrupting intimidation when player is very close
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated Water Treatment Tank Model to include LODS