241,262 Commits over 3,867 Days - 2.60cph!
Merge Main -> Attack Helicopter
Switch ParachuteSeat over to SledSeat class for IK handle support (eventually)
Move visual art to the wearable via a new parachute.back.deployed hidden item
Fixed BoneRetarget scripts causing pooling errors
Merge from airpatch_media
Merge HeliDamageTexture -> Main
Fixed DamageRenderer and EmissionToggle scripts not handling the case where a material has other properties set elsewhere. Fixes attack heli headlights and damage texture interfering
Reinstate damage texture for attack heli
Merge from global_networked_bases -> aux2
Merge from main -> global_networked_bases
Overwrite libsqlite3.so if it already exists
Fixed blend paint gizmo not showing
Update global_networked_bases/2021
Leaderboard backup, run #5203
Merge from global_networked_bases -> aux2
Prepare season config support
Mark if mesh is the highest LOD
Don't scale highest LOD by FOV or quality setting (to ensure all prefabs cull at the same distance regardless of your settings)
Add `supportsComputeShaders` to client performance analytics
Fix menu slider for "building distance" not having correct translate phrase
Fix GPU culling data not being updated when visibility of mesh is changed (to hide windmills & sam site placeholders inside network range)
Skip generating normals for collision meshes
Fix merge issues on weapon worldmodels
ColliderInfo component missing on most of these
WorldModel component missing on glock and hmlmg
Triangulate quads inside obj loader
Conveyor is ModelEntity, uses model exported from Hammer w/ hotspot textures
Added `global_networked_bases` convar to disable networking of global building blocks server side
Rocket trail replacements WIP
▆▌▉▉▌▅▌▅▇█ ▆▄▍▌█▉ ▋▌▍▄▌▌▆▊ ▍▅▉▌▊▄
Log time taken to send all global entities to players
Mirror UV when sampling inside filter - prevents ugly border around some elements when using `filter: blur()`
Fix chat
Set tickrate in project settings
Dev map update + full compile
Use vmap inside menu scene
Tweak menu card styling, don't filter
merge from hold_to_reload
Cleaned up implementation and handled a few extra scenarios.
▅▄▇▆▅▍▆▅▊▆▌█▋▋▆▋ ▆▄▌▋▄▇▅ ▉▇▇ █▅▍▅ ▌▆▉▆▆▍▋ ▇▉▉██▉▇ ▆▍▊▇ ▅▅
▊▋▊▄▋ ▄▋▊▉▌ ▅▊ ▅▆ ▉▅▌ █▋▇▍ ▅▄▆▆
Leaderboard backup, run #5198
Placeholder materials in mining demo
▄▌▉▇▇█ █▅▅_▋▍▆▄▊█▆▉▊▋▅▉ ▇▉▅ ▍▋▍▊▌_▍▇▅▍▅▌▋█▊▌▆▇ ▆▆ ▌▅▇▆▆▋▊ ▌█▌▉▊▊▇_▇█▊█▋ ▆▆█▋▇ ▌▌ ▊▌▍ ▋█▌ / ▆▅ ▊▄▉█▋▌▆▄▍▇ ▇▉▅▇▄▆▆▋▉ ▄▄█ █▄██▅▋
▉▊▌_▅▍▉▍▊▄.▇▅▉▇▅▋▊▅▍ ▊▋▇▅▇▌▌▅ ▅▄▉▅▍▍▉▅▉▋▊▍▋ ▊▉▄▊ ▋▉▉▍▆▊ █▋ ▍▅▇ ██▆▄▇ ▌█▍▄▌█▆ ▍▅ ▊▄▄ ▅▆▄▅ ▇█ ▉▆▇▅▍ ▇▄▇▄▌ (▅▋▅█ ▊▊▌▆▊▍ ▌▇▇▉▋▉ ▊█ ▊▊▄▅▄▍ ▊▋▍▊ ▉▊▍▉▇█▌█)
Collision mesh vertex merging (#13)
If a 2D layer uses one material for all faces, simplify mesh generation
█▄█▋▄▌ ▄▉▋▊▊▍▍▅▇█ ▇▋▊▄▅ ▊▄▅ ▊▌█▋▄▉▆ █▊▅▌▊▍▊▇ ▉▄█▉▉ ▉▋▆▅█▆▉▄▊ ▍▄ ▌▍▇▄▆█▆
▍▋▋▉▉▍ ▊▄▊▆▍ ▅▆▉▊ ▋▍▅▊▊▍▇▌▋▉ ▅▉▅▋▋▌▅▆
Mirror() will now not duplicate vertices on the mirror plane
Assuming the normals / tangents are tangent to the mirror plane
▍▅▇▅▊▆▋▄█▉█ ▉▍▉▆▉▄▌▉ ▌▋▌▉▄
! ▇▌▌▍▅▅▅▊ █▄▋██▉▌▌▋
! ▊▌▆▍▅▆▅▅▌ ▅▊█▇█▄▊ ▆▋▋▇ ▌▌▆█
! ▌▅▌▋▋▄█ ▄▋▄▅▄ ▇▅ ▆▊▊▋▇▍█▅▅▉▋▌▆
! ▌▄█▍▋▉▋▄▍▇▇█▋ ▋▊▋▆ & ▇▍▇▅ █▅▊ ▄▉▇▍▋▍▆▄▌▌
! ▊▍▆▅ ▇▉▉ ▄▆▇▇ ▆▉▆▋▇▌▆▋▉▄ ▇▍▋▌ ▆▅▌▇ ▄▄▇▊▍▄▋▉▅▍█▌▄▅▋▇▌ ▍▅▆▇ ▅▄▆ ▇▋▆▍█ ▆▅▇▋ & ▊▆▆▍ ▊▊▅▄ ▌▋▆▇ ▋▄▅▅█▄▆▄ ▉▄▍▄▄▆▅. ▌▋▄ ▌▌▅ ▅▇▍▉▇▅▆▄▅█ ▇▋▍ ▉▋▄▌ ▄▅ ▌▇▅▊▇ ▅ ▍▇█▇▇▋▌ █▆▊▊ ▆▊▄.
▍ ▄▄▇▉▉▆▅ ▊█▋▌ ▄▊▍ ▌▍▋▊▇█ ▋▋▋▌▋▉ ▇▋▍▅ ▋ ▆▍▆▌ ▇▋▅ ▋▍▋▋▄▉█ ▊▅▉█▊▌ ▊▆.
! ▊▅▆▆▉▌ ▄▍█▊▆▍▊▅ █▄█▆▊▌█▊ ▄▊▅█▄▇
! ▋▆▇▆▅ ▍▆▄▊ ▄▆▆▋▍▇ ▄▌▉▋▉▋█
▍█▆▋▌ ▍▅▉▅ ▄▌▋▅▅▇▄ #▌▋ ▌▇▇█ ▍▇▅▉▇▄▌▊▊/█▉▆▇▍▍▇▅▇▌▅_▍▅█▄▋▆▊▋
! ▋▄▊▇▅██▍▊▇▊ ▅▊██▇▅▍▋