125,569 Commits over 4,171 Days - 1.25cph!
First pass on a way to bake foliage into a scene at edit time
Uses new FoliageBaker component, use Bake and Clear buttons in editor to wipe the foliage and regenerate it
Created new foliage.v3_tutorial foliage spawn config with the appropriate components added, still has all of the foliage on the foliage.v3 object
Signal can find the next signal and pass the info back
Accept stopAtSignal parameter
Added truck model blockout for a preview
Some more track spline code cleanup
Trees placed by hand in the editor will now display their LOD0 mesh instead of just being invisible
Reworked trophy head submit process
Merge rail_network_link -> TrainSignals
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attack heli rocket reload sound
attack heli turret reload sound tweaks
Finished second tunnel entrance variant LOD0
Added a vertex AO pass to both entrances
Material tweaks
Greatly improved rocking chair handling
Merged Pull Requests
gmad.exe - Reduced buffer reallocations, which results in much faster .gma file creation, most noticeable with many small files.
Added zi_ maps to Team Fortress 2 category
Merged Pull Requests
Added ents.Iterator and player.Iterator
Added string.CardinalToOrdinal
added rifle pose, set lr 300 to use in overide controller
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sealed walls conditional corners from the top for better visuals
Assigned rock surface type consistently across all stone tier and stone tier skins instead of stone surface type
fixed some brick roofs not casting shadows
Dracula mask uses woodenhelmet hair deform settings
Assigned corrent renderer lod references in Dracula Cape/Ghost Sheet wearables
Ghost sheet no longer hides legs in first person
Removed "Apply Vertex Color" from Blend4way, can't overlap with blendWeights
merge from metaldetector (easier than updating 2 year old branch)
WantedPoster server compile fix
Switched dungeons from Xmas themed to Halloween
merge from single_item_wrs
Remaining item configs.
Scene.
Save.
merge from threadsafe_protobuf
reapplying threadsafe_protobuf
merge from fix_team_invite_clientside
Factored out next/prev spline moves inside GetSplineAfterMove
Poster respects streamer mode
Similar encapsulation for inputs, using new MoveRequest and TrackRequest
Refactored GetSplineAfterMove results into a struct since the method signature was getting a bit much
WIP on signals finding their track block sections and the next signal
Set default light state to green
Another test map edit, adding a train