192,975 Commits over 4,049 Days - 1.99cph!
adobe high wall made slightly longer, damage volumes values identical to stone skin, added barbed wire and damage to gate prefab
gantry kit T shape update
Fix remaining client/server compile errors
Add: PlayerCache utility
- Comes with unit tests
Intrusive cache that tracks if elements inside moved. Building block to allow persisting state between frames.
Tests: ran unit tests
Created a new water surface for building interiors with a much lower coefficient of reflection and specular in order to fit the lighting typically found indoors
Increased building very dark ambient a notch to compensate for play time SSAO darkening the picture further.
- Fix npc head look not working in demos
- Fix npc jumps looking odd in demos
- Modify PrintDefinedFlags editor tools to also show tags defined in entity components
- Delete obsolete RPC_SetRagdollSpringShortened
- Fix client/server compile error
Merge from main/premium_servers/manual_refresh
changed incorrect layers on recent props prefabs
fixed issues with 3p vine swinging anims
Increased building environment volumes to be reflection factor of 1.0 since buildings should be using World layer and offer accurate reflections indoor now. If reflections look incorrect, check art layers of buildings
blowpipe fix - added everything back so blowpipe still works
birodart still exists until incapacitate dart is properly implemented
ziggurat_a env volumes settings and bounds changes
re-balanced the ambient and reflection values in Environment Properties for the Building, Building Dark, Building Very Dark volumes in order to produce more satisfying lighting gradients in interiors
Merge from mfm (updating branch from main and fixing merge stuff)
Fix NRE from merges.
Remove wildlife hazard UI.
merge from spatially_aware_env_volumes_fixes
Merge from spatially_aware_env_volume_fixes
merge from premium_servers/manual_refresh
Updated adobe wall in width and height. Added barbedwire on top with damage volume
Fixed incorrect transforms on LOD3
Steam upload files for aux05
Update premium modal prefab
Add blue refresh button style
Add manual refresh button code to premium modal
Implement route to manually refresh premium status
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Merge from horse_handcuff_fix
Fixed not being able to mount handcuffed players to the new horse when it has a double saddle
Changed RidableHorse2 IsSwimming flag to Reserved13, was overlapping with HasDriver
Fixes permanently swimming horses
Merge from repair_bench_redirect_fix
Fixed being able to apply same redirect skin twice
Merge from repair_branch_redirect_fix
More init refactoring, should support proc gen placement now (in theory)
Cherrypick main/sunkenknife