194,171 Commits over 4,079 Days - 1.98cph!
Adding final light fixtures - Models/LODs/COLs/Prefabs and textures
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)
Triggers that listen to player tribe events null check tribe to avoid NREs during game reset, also gated by game state
GameManager transition state coroutine cleanup/consolidation
Tribe tracker UI resets
WorldManager init refactoring
Scene unload in Session.Kill
Session no longer singleton
other bollocks
Automated Linux DS Build #486
Automated Windows Build #486
Automated Linux Build #486
Angle() can now accept only 1 argument, to match the Vector() global
Remove vehicle seat exit debugging
Added text to explain why you can't get out of that damn vehicle.
- 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.
Automated Linux DS Build #485
Temp extra null checks, trying to catch a server issue
Automated Windows Build #485
Automated Linux Build #485
* game.GetTimeScale & game.GetSkillLevel will no longer try to return data without pushing it first
Automated Linux DS Build #484
Automated Windows Build #484
Automated Linux Build #484
* Fixed CS:GO (v7.5 vtfs) environment maps failing to load
Fixed occasional vegetation reverse shadow proj showing up on walls when using flashlight in darkness
Merged back fixed version of
17527
m429 changes: made the rear sight larger so ADS has a better sight picture, fixed some bugs on the worldmodel
More damage on car impact.
Fixed a shitty build only bug with network entities in buildings.