254,766 Commits over 3,990 Days - 2.66cph!
* Blocked one more malicous command ( Thanks Ley )
* Fixed FireBullets and Trace functions not erroring when not passed a table
* Added experimental version of Vehicle.SetVehicleParams( table )
* Fixed a problem or two with Vehicle.GetVehicleParams()
* GitSync
Increased Savas silo loot respawn rate.
Fixed buildings not dropping gibs
Fixed barrels spawning on top of each other. Removed _dm Savas version completely. (for now, it was never properly playable)
FOR FUCK SAKE wip wall interior model / tweak texture compression
Increased loot spawn rate on Savas.
Missing loot asset file. Savas cliff topology. (No floating trees and bushes)
reduce the idle gesture frequency.
F4 = screenshot (saves one with hud and one without)
F9 = big screenshot (5x the size of normal screenshot but water and ssao doesn't render)
Added graphics.dof_aper, graphics.dof_blur
Tweaked eye materials
Slightly less overwhelming bush spawns on Savas. Added a new food crate loot type. Turned one Savas compound into a food town. Built manifest.
BehaviourGroup invite tweaks
SavasIsland isn't missing half the decor spawns anymore.
Touching ocean shader; because unity
Hapis has topomaps for barrel spawnage again.
Train crane greybox model
Bunch of missing files
Bunch of fixes to make powerplant playable troughout
Powerplant level ladders
If spectating in first person use player eye angles
Fixed 3rd person spectator offset
In eye view for specator uses correct eye bone
Smoothed dev camera, automatically hides HUD and draws local player, jump slows down cam movement
camlerp convar alters lerp for dev camera
Keypad plus and minus change quality level, multiply toggles HUD
Coldbreath only shows when players are close enough to see it
Attempt to make SavasIsland playable
Simplified amplify color shaders; removed keywords
Cleaned up obsolete keywords from some materials; lots of ghost keywords
Updated material keyword cleanup tool
Removed direct light (sun/moon) specular highlights from water to play nice with TOD's reflection probes
Fixed some reconnection bugs and bugs with persistence.
BehaviourGroup execution testing
Added new quarry stone mesh particle.
fixing some missing data refs
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Fixed attachment points on pump shotgun + thompson
Client disconnect error fix
- Moved control of enemy pack spawn count to the SpawnLocation component where it should have been all along, so enemy pack size can be controller per level instead of per-pack.
Cherry picking sky reflection improvements from water2.5
Tweaked viewmodel to reduce jitter
Everything except for throwables and arrows can penetrate twig building parts
Twig building parts have a bit more health
tweaked frosty breath to look less like everyone is smoking weed.
- Town now shows up on main camera
Crossbow vm anim source update
Lion-El death & win02 anims
New cam code and tweaks to main
- Added main camera prefab to town
Wood barricades can be penetrated by certain rifle bullets and shotgun slugs
Twig building parts can be penetrated by most bullets
Fixed some missing weapon attachment points
Silencer world model
Parenting fixes (to help avoid spectator offset fuckups)
Fixed not being to drag out of 1st weapon mod slot
No crosshair stuff when spectating
Server send spectated entity immediately when begin spectating
Leave old visgroups AFTER joining new ones
Added char alpha shader to Mavis's racket.
Adjusted char alpha shader to be doublesided. Added to Elvis's racket string.