241,423 Commits over 3,867 Days - 2.60cph!
Fixed inaccurate colliders on L and U stairs brick
Use multiview variant for calculating camera direction
fixed hammer highlight not complete on brick foundations
improved brick skin roof LOD2 visuals
added pieces of trim on triangle roofs edges
Use attachment for upgrade panel
Shader objects for VR and high precision lighting fixes
Better eye positioning
Animator changes to support deploy animation before transitioning into parachute control anims
Don't process input until deploy animation is finished
Leaderboard backup, run #4373
Set tickrate
Maps page style tweak
Animator changes to support better freefall animations while parachute is equipped
Hook up new animator state
Fixed submarines acting like parented players were kept out of water. Only consider mounted players as out of wter
Force changes, much improved handling
Don't disable submarine parent triggers manually when underwater anymore, since
84684 will do it for us automatically now
Unparent from all trigger volumes when underwater so that players don't get pulled down with sinking ships
Compile fixes, manifest, codegen, test scene
Use crouch collider height while swimming. Fixes not being able to get through doors of tugboats that are on a steep angle under the sea.
Only play video when hovering package
Don't request the server emoji list if the server is running a protocol <= 2398
Temporary fix to prevent any unhandled RPC's when we merge emoji to main and don't bump the network version
Fixed pixelation flicker glitch on WeaponRackLight
Flashbang, F1, Beancan & 40mm underwater boom size adjustments.
S/M/L explosion FX variants for the underwater portion as well.
Prevent MaterialReplacement from being added in PrefabPreProcess if InstancedMeshFilter is attached
Start with to handle workshop skins
Add a loading screen
Style improvements
Update .gitignore
Disable C4005, error on C4840
Fixed some warnings
Prevent display of concommands in gamemode settings
Do not run OnRequestFullUpdate outside of main thread
Defer gamemode loading until all other components are loaded
Do not use obsolete API for DNS resolution
v_toolgun: updated blockout
Better emissive texture for supermarket/rocket launch office ceiling lights
Fixed position and sizes of the supermarket ceiling lights
Fixed the materials of the Pumpjack
Iterate, make WaterRipple a custom sceneobject so we can fetch depth from it and only render when visible
Fix glass behaviour being transparent when writing screenshots, flags to shadingmodel to fill alpha
Update global_networked_bases/2021
Reenable multiview instancing on PS code for now, fixes reflections and lights projecting incorrectly in VR
Set default value if property does not exist in AddDictionaryPropertyInt as we do in AddDictionaryProperty<T>
Convert rug, landmind & floor spikes
Right click option will handle multiple selected prefabs
Fixed resources / materials again..
Convert garage door manually with an instanced placeholder mesh (since it's a SkinnedMeshRenderer)
Manually convert doors and mark as "normal rendering in network range"
Can now right click individual prefabs and convert them with the right click context menu
Add method to de-convert prefabs from instanced rendering (mainly used to redo conversion from scratch)
Fix MeshRenderers being stripped when entity needs to use normal rendering within network range
Add an Intensity named control point value (0-1) for scrape particle effects to use
Make EnableScrapeEffects and EnableImpactEffects internal for now
Make FrictionEffects a dictionary
Call PhysicsGameSystem.Shutdown on GameLoop shutdown to ensure vars cleared