132,987 Commits over 4,293 Days - 1.29cph!
Explicit case for fake projectiles with a penetration power of 0
Fixed NRE in projectile prediction if non-authoritative
Added clientsideEffect and clientsideAttack flags to projectile (for non-authoritative projectiles)
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Missing collision component on trainyard1
Progress on water treatment plant
Extended the sewers greybox set
Water filtering tanks greybox's
Strairs overhang/catwalk greybox
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SpeedTree asset tools support multi-selections
Fixed EffectRecycle lifetime calculation
PVT: forgot to touch the standard terrainblend shader; fixes tiling issues
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Projectile tracers no longer disconnect from their parent one frame too soon
ScreenOverlayEx takes light intensity into account
Fixed a gazillion missing ST textures, rebuilt their materials a few dozen times for fun
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Slight left/right panning on local player footsteps
Electric buzz sounds for petur
Water treatment plant backup
faster and more reealistic collect stone/mushroom FX
smoke signal is now purple
+1 railing model
Water treatment plant lootcrates and statics
Added dryfire effects prefab for crossbow to fix sound not playing
Large furnace smoke more grey and better motion
Started re-naming impact FX to be more descriptive
Deleted some more duplicate FX
Converted cold overlay to ScreenOverlayEx
Canyon early work backup
Water treatment plant stuff
Water: Fixed shore blending artifact
Water: quality adjustment fix
Water: matching refl occ fade-in
Weapon slots shown on icon
Can equip mods by dropping onto weapon icon
Merging holosight branch into main
Canyon progress
Added two big sewer rooms
better mesh particle materials