127,304 Commits over 4,109 Days - 1.29cph!
[D11] [UI] Removed mip maps from item icon sprites. Updated texture alpha on certain sprites that were missing them and had black backgrounds as a result.
Cherry picking
42341 from hdrp (print_foliage console command)
[Audio] All audio templates now set a spread value of 0.5 at min distance, spread starts at approx 1 quarter of max distance. This SHOULD fix sounds hard panning. Also set radius of burning torch to 30m instead of 60
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[D11[UI][#4194] Improved vendingmachine incrmental controls
[D11] Cast demo id properly
[D11][UI][#4150] Fixed maintenance message overlap.
merge from building_blocks_2020 (includes network++)
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[D11] Added extra information to the Queue screen - [D11] Added extra information to the Queue screen
[d11][4258] {PS4/XB1} Freeze/hangs when interacting with your hotbar
Callstacks don't have anything. I've turned off the preloading. It will help eliminate this as a problem.
[D11][Gameplay][#3596] The player will continue to overheat if he stands next to a lit furnace
Physics test environment setup, not to be merged in
Fixed hbhfsensor placement issues
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Fixed heater placement issues
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[D11] Proper 7.1 downmix for headset audio to fix quiet voice chat.
[D11] Proper 7.1 downmix for headset audio to fix quiet voice chat.
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Moved all instances of CanPushNow to Server + Client for consistent checks
Merge from vehicles -> vehicles/push
Merge from damage_materials
Auto assign damage renderer in BaseVehicleModule
GetWheelForceDistance edit. Hard code the equivalent of a desired 25% target position, at least for now.
Various cleanup
Move Highlight handling to DamageRenderer component
Adjust wheel suspension vals
Merge from vehicles -> vehicles/damage_materials
Removed wheel colliders on modular cars entirely. Replaced with custom solution. Compiling, but bugs remain
Merge from fov_viewmodel_scale (fix view model clipping in ultrawide resolutions)
When stacking items, compare via item.info.condition.max rather than maxCondition, since maxCondition can be lowered after repairs.
Calculate fov vm scale based on actual fov, not just the convar (to account for things like ironsights changing fov)
Added a new option to viewmodels to add a positional z offset only on ultrawide resolutions to fix weapons clipping into the camera due to the clipping plane
The offset is calculated based on the camera near clip plane
Enabled on the waterpipe shotgun, rocket launcher, mp5, thompson, spas12, pump shotgun, m39, compound bow, grenade launcher, m39, lr300 and l96