193,466 Commits over 4,079 Days - 1.98cph!
FOR FUCK SAKE move UI to separated camera UI for screen effect
LOD adjustments for broken wheel
LOD adjustments for the washing machine
LOD adjustments for large generic can
LOD adjustments for animal fat
LOD adjustments for Metal Fragments
LOD adjustments for Target computer
switching overgrowth materials to nature/foliage shader
Batch of occluders for industrial structures, sphere tank, airfield office, airfield hangars, airfield perimeter walls, powerplant cooling stacks
+ prefab setup
AssetMenu supports grouping func
Attachments editor fixes
more cp ui, max cp is now part of Defines
rearranged vertex colour order or on the shelter so builds better
Player culling is off by default, not saved, renamed to "culling.toggle" to wipe from config
gameplay warning stuff, started splitting CP ui stuff into prefabs for coding
trying to make branch better but cant edit attachment position
Automated Linux DS Build #544
Automated Windows Build #544
Automated Linux Build #544
table support for util.Decal's ignore argument
Random messing with stuff
Spread out NPC spawns a bit more
FOR FUCK SAKE ui miniframe alignment
Network stats UI changes. Bill Ford's going to make an interface to actually get the stats.
Automated Linux DS Build #543
Fixed eyes shader
Various UI fuckeries
Automated Windows Build #543
Automated Linux Build #543
Added TEXTUREFLAGS_IMMEDIATE_CLEANUP from upstream (and fixed it)
Textures loaded with FreeImage have TEXTUREFLAGS_IMMEDIATE_CLEANUP set
Moved Lua Material() function from client to shared code (flags get passed properly on servers)
Removed mips flag from a few UI materials
Mainmenu background textures get unloaded when they disappear
command point UI empty classes/setup
audio modifier experiment
Fixed potential NRE in ArticulatedOccludee
Starting to add a little network stats GUI thing
FOR FUCK SAKE ui tweak element position, dimed tile glow and some minor changes, change target sorting in miniframe and increased font size
Improved temporal alpha dither to break pattern + touched foliage and grass shaders
Automated Linux DS Build #542
Disabled culling by default due to last minute issues
Automated Windows Build #542
Automated Linux Build #542
Fixed incorrect ShaderAPI calls in queued CMaterialVars
Fixed wonky ref-counting in queued CMaterialVars when setting multiple texture/material vars in a frame