193,021 Commits over 4,049 Days - 1.99cph!
Don't run the preprocess step on the client unless the loading screen is open to avoid stuttering
Actually fix asset warmup exiting before preprocess is called for all the assets
Adding image effects for waterline.
Airfield light switch update
Added OnFireOutput hook ( name, ent, activator, param, delay ) - fired when an map IO output is fired.
Added ClearAllOutputs input to all entities
Added surface.GetTextureNameFromID()
Added NPC.Get/SetMaxLookDistance
Added Entity.ClearAllOutputs( str )
Reduce the frequency of asset warmup messages being printed in the server log
Added outer skirts back in, fading displacement out to match skirts, improved tessellation.
Move NPCWalkAnimation queue to LateUpdate
Cherry pick
71986
- Show "Custom Map" in browser for all custom maps
Fixed crashes when trying get model sprite size with a null sprite/model (and when trying to get model bounds of null model)
Fixed a crash when trying to spawn ai_node too early
Fixed a crash when calling Spawn() on an entity that deletes itself in the Spawn() function
Fixed LODs and removed sockets on static telephone
Powerline platform tarp LODs
Made the pier posts deeper in fishing villages (wooden_walway_large set)
always test both navmesh layers and prefer the one with the shortest path
improvements/fixes for manual path following & switching
merge from hapis_conversion
Remove sockets on npc vending machines
Add graphics.aggresiveShadowLod convar, disables shadows on small meshes (<2m on all axis) on the last LOD level
Disabled 4 shadow casters on npc vending machines
Disabled ~40 shadow casters on lower LODS in the fishing village shop dressing (mostly small fish models)
Add graphics.ReportShadowCasters
Merge from inventory_idle
Tweaked head tilt for base anim
Improved layout on report bug dialog to better fit the offensive content option
Merge from adminpanel_ugc
Increased size of preview image for signs
Merge from adminpanel_ugc
Fixed expanded sign preview getting smaller each time the admin panel is opened
Fixed hanging sign image getting displayed backwards
Fixed pooling issues with pattern boomers in UGC panel
Added to all BaseOven, smelt multiple items per tick, loot all button
Trickled in the previously applied small fixes.
Brought the fishing villages up to procmap spec.
Merge from modding_prefabs
More material base scaling fixes. Additional tile and concrete prefabs
Added plaster tiled cubes
Additional tiled cube variants for cloth (carpet) and tiles
Fixed base scaling on tiled cube materials
Replace HttpImage with inline image loading logic to handle loading/missing states better
Add tab buttons so the map can be switched between nexus and server maps
merge from hapis_conversion
Fixed the missing notch on cliff_tall_pinch_b LOD3 for player cover at higher distances. Doing so on LOD4 should not be necessary.
Created bespoke gibs for train_wagon_loot
Updated train_wagon_fuel_tank gibs
Updated prefab scripts
remaining new gunshots incl. silenced shots