125,735 Commits over 4,171 Days - 1.26cph!
Add ClientIOLineEditor to allow for creating lines without requiring an entity.
merge from hackweek_crosshair_customization
Setup cannon pitch rotation, fix client side ammo display not resetting.
floating city save
cleanup of the floating walkways prefabs
big tidy up of wallpaper folder so each pack has its own icons, materials, textures and skin assets folder. Removed any old now unsued folders. Renamed pack folders to include date of creation. Rebuilt skins list
split floating walkway prefab into 4 separate ones, updated scene
increased the no build zone to encompass all the level area
Rejiigged hierarchy for barge painting
Add huge 3d text to sails showing their current state (open/closed) until we have anims.
More sail setup to match art
shifted t1 workbench around
Remove a previous client side visual rotation hack for sail now we have art
Player updates for M39 and spray can item updates
More cleanup and removing old code.
merge from drone_storage_slot
Quick commit before vert painting barges
drone height limits matched with player helicopters, uses the same set of HotAirBalloon convars that are shared between player controlled air vehicles already
- Added optional independent tiling and offset for the standard shader's emission map.
- Added an emission mask with its own tiling and offset to determine where the emission should appear on a surface.
- Improved formatting for the emission section of the material editor.
Missions now reward more/better loot
Sail deploymennt guide mesh setup
More dirt added to blue containers
Updated sail prefab with artwork
Halloween Wallpapers - Initial setup
Avoidance direction will now favour towards a target if we have one rather than picking a direction from the outside edge in
Boats can now stay close or stay at a distance to a target:
Opens up the ability for single boats to engage closly with the group staying a bit away
Fixed reticle in settings preview not getting scaled correctly when not connected to a server
Get rid of IndependentScale, just do it myself
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progress on guide mesh rendering improvements
Refactor targetting checks into Check class
Dont target fresh players:
Onland
In helicopters
Too far above us
water shader data fixes
Fixes water on sp_a3_03 looking wrong, but not completely
EnvMap support for expensive water
Updated some map icons that had ugly water
Increase hardcoded max update rate to 150
Fix `kickid` by SteamID64 not working on dedicated servers
Minor cleanups
Prevent crashes in engine tracing code
Fixed render.SetShadowsDisabled calling the wrong function
Improve handing of BSP model names for clientside entities
Tries to set the model index so tracing code can work
Fix color picker events, upgrade components to look more rust-y