200,010 Commits over 4,140 Days - 2.01cph!
window frames reverted, errors removed
Touched all rust/std shaders to trigger b25 brdf alu opt
Re-applied temporal-aa black sludge fix + motion-based blend feedback scaling
Colours, exceptions, signing
Changed save file name (to let server ownrs opt out of wipes by copying the save file)
Save file protocol shows a warning instead of blocking the load
Converted some OnValidates to DoPrepare
Fixed projectile speed verification getting inaccurate when server FPS are insanely high
▋ ▄█▋ ▆▇▊▋▌▇▅▋▋▄ ▄▆▍▌▇▄▊▆▇ ▄██▆/▉█▄▍▇/█▄▊▋▉▅
* GitSync - Cleaned up PP lua + 2 nano community changes + Fixed a stack overflow in DListView
* Cleaned up materials/pp/, removing 1 spam messages on each map load in Sanbox
* Moved "unrecognized conditional test" warning to "developer 1"
* Added a few more L4D1 map icons
Automated Linux Build #383
Automated Windows Build #383
Automated Linux DS Build #383
FOR FUCK SAKE industrial block tile
!A industrial block door brush
Fixed camera sometimes having incorrect tilt values when zooming out.
Fixed excessive reach on certain melee weapons (for example the rock)
FOR FUCK SAKE door socket for industrial structure
FOR FUCK SAKE asteroid material
Fixed Units not actually being in the unit list.
Fixed player craft desires being wiped just after creation.
Fixed NRE in PlayerMetabolism.CanConsume
Potential fix for rare NRE when cancelling loading screen
- Double jump, movement tweaks
Added mailbox and server protocol
* Fixed func_precipitation causing crashes when using a non supported precipitation type
Automated Linux Build #384
Automated Windows Build #384
Automated Linux DS Build #384
Fixed UI.Ingame.Hud layer sort order
Added UI.Ingame.Hud.Menu