202,111 Commits over 4,171 Days - 2.02cph!
More damage on car impact.
m429 changes: made the rear sight larger so ADS has a better sight picture, fixed some bugs on the worldmodel
Merged back fixed version of
17527
Fixed occasional vegetation reverse shadow proj showing up on walls when using flashlight in darkness
* Fixed CS:GO (v7.5 vtfs) environment maps failing to load
Automated Linux Build #484
Automated Windows Build #484
Automated Linux DS Build #484
* game.GetTimeScale & game.GetSkillLevel will no longer try to return data without pushing it first
Automated Linux Build #485
Automated Windows Build #485
Temp extra null checks, trying to catch a server issue
Automated Linux DS Build #485
- A little bit of tidying on NetworkEntity - making it clear that the Connection/IsConnected is actually only set on the Server side.
- Some new car audio.
- Fixed up all warnings outside of BuildingSystem.
Added text to explain why you can't get out of that damn vehicle.
Remove vehicle seat exit debugging
Angle() can now accept only 1 argument, to match the Vector() global
Automated Linux Build #486
Automated Windows Build #486
Automated Linux DS Build #486
GameManager transition state coroutine cleanup/consolidation
Tribe tracker UI resets
WorldManager init refactoring
Scene unload in Session.Kill
Session no longer singleton
other bollocks
Triggers that listen to player tribe events null check tribe to avoid NREs during game reset, also gated by game state
Fixed bad camera component cache in PlayerCamera (tribe create works on restart)
VisualFX NRE avoidance (entity destruction callbakc ensures we destroy the visual fx instance too)
Adding final light fixtures - Models/LODs/COLs/Prefabs and textures