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Fixed coupled train cars not loading in the train cars next to them (from save)
EngineUI prefab commit, it seems to want to commit some more info about font colour. Maybe this will stop Unity refreshing it so much.
Bugfix, handle train coupling changing before server init
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fixed crosshair garbage allocation
merge from main
Hide CCommand::Tokenize overflow message behind developer 1
Greatly reducing the number of mountain goat ore spawns. 1/3
coaling tower - basic UVs - initial material setup and blend material tweaking
Fixed some areas that were causing inside terrain violations.
Fixed some roadsigns being unharvestable statics.
Few other small buglist fixes.
Fixed issues with surface lookup accuracy and added some optimizations.
some fixes and reworking pet ownership setting
Train locomotive couplers and trucks
Sped up asset warmup by reusing same list of components
SteamInventoryGen.CollectFromSkins skips items without steamCategory instead of erroring out (for spray item)
HMLMG desc update to reflect its characteristics
merge from vehicle_sensitivity_slider
Removed temporary coupling points and set up the new ones
Fixed the train's side ladders not working well by adding a Prevent Movement volume
Adjustments to all train ladder volumes
Removed hudcomponenttoggle, replaced it with just using hudcomponent with no second parameter
[Paddy requests]
- Added select all and select none options to the HUD Tools menu
- Added a toggle version of hudcomponent
- HUD toggles now support enabling and disabling HUD components that don't have their own canvas (e.g. Vitals)
- Crosshair sub-components are now manually included in the tools list as available to toggle (can also be toggled via convar)
[For Paddy] Admin client convar for HUD component toggles. Format: hudcomponent BeltBar t
It is, unfortunately, case sensitive.
Smoother ferry acceleration and turning
Apply the 50% minimum distance to SprayLineDecal as well
Fixed decals disappearing very early at low Object Quality settings
removed automatic recoil compensation - too easy to tap kill
fixed muzzle boost affecting horizontal recoil
modified HMLMG to be initially inaccurate and to become more accurate during sustained bursts
added leftward recoil drift to HMLMG
shortened HMLMG reload duration by 1s to match animation
added HMLMG to T3 tech tree
added extended mags to T2 tech tree
Fixed extended mags always causing a weapon to unload
compound bow loses less durability while held back
reduced rocket launcher condition by 50%
reduced height and size of landmines
added flashlight mods and silencers to weapontest loadouts
added extended mags slot to all weapons without internal magazines
fixed first shot of SAP playing the non ADS animation while in ADS
protocol++
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Add a safe zone to the ferry
Vehicle sensitivity slider in options menu
Turn the nexus dock prefab into a monument (WIP)
Automatically spawn a nexus dock in procgen when the server is running as a nexus
Fixed the "correct' vehicle sensitivity being too high, lowered to match feeling of old behaviour
Some changes towards fixing/narrowing down the CSoundPatch update crash
Impleneting CS:GO soundscape features:
playlooping.position "random"
playlooping.radius
fadetime
Updated charcoal texture / fixed specular map and tweaked resolution / reduced tilling in the charcoal_pile material and added a macro detail map
Readded missing mapIO outputs to airboat vehicle
Fixed gmod_language resetting to empty string on dedicated servers
Added snd_buildcache to blocked command list
Fixes and basic initial tamed/wild switching implementation.
material updates following texture changes
fixed gaps in powerplant sewer drains placement