193,719 Commits over 4,079 Days - 1.98cph!
Tuned motorbike headlights.
Allow trains to smash through deployed cover barricades
Added a TOD toggle on electrical lighting.
Fixed faulty street light bounce.
Added mid skin materials
Added mid head variation
Added EyeAO materials
More hill cliff progress / improved cliff shapes / scaled cliffs down
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Added variable relief sample count based on shader quality level
Fixed disp/height map detection in material inspector
Optimize entity menu codegen to reduce memory usage
* Replace the per-option GameMenu.Option field (120 bytes) with just the action caches (8-24 bytes)
* Cache the phrases instead of allocating every time they can display
wire material setup and thickness
tincanwire mat and materials (need to work out uvs)
Various lighting related prefab stuff.
Road cone transmission texture.
Finalized with everything relevant moved to volume triggers.
+ Atmosphere zones and FX.
Add some structure to wolf behaviour code
Rollback ENT.PhysicsSolidMask for now
Rollback ENT.PhysicsSolidMask for now
Wire deployable on the Deployed layers
Tin can alarm deployable anywhere in monuments
Removed collisions with players
Fix clients getting stuck during loading after changelevel
Experimental: Do not close srcds on modelprecache overflow, just use error models
Added prop_disable_distance_fade convar (cheat)
If set to 1, disables prop fading out with distance set by the map, including static props and other entities. Useful for taking screenshots.
Added ENT.PhysicsSolidMask to anim/ai/nextbot SENTs
If unset, uses default value
New TF2 map icons
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Experimental: Do not close srcds on modelprecache overflow, just use error models
New TF2 map icons
Added prop_disable_distance_fade convar (cheat)
If set to 1, disables prop fading out with distance set by the map, including static props and other entities. Useful for taking screenshots.
Added ENT.PhysicsSolidMask to anim/ai/nextbot SENTs
If unset, uses default value
viewmodel update - removed previous mesh from prefab, set up initial viewmodel renderer settings, tweaks to burstcloth setup & added more constraints
Tin can alarm art implemented
deploy model for tin can alarm
split off cans with their own pivot
Added tools and helper boxes in material inspector to make relief map generation easy and intuitive
tin can alarm art, lods, gibs, art prefab setup
Seperated parenting volumes for above and below
exported/set up dpv anims and added to dpv blendtree playeranimation.controller
Tin can alarm deployable in monuments (in terrain only for now)
Adjusted deploy volume and colliders
Update: Constraining Pool.Free - Step 2
* Adding collection-related FreeUnmanaged overloads for all existing collection-related Free overloads
* Putting IPooled constraint on almost-all collection-related Free overloads (skipping List - that'll be next chonky CL)
* Changed StreamBuffer overload to be a FreeUnmanaged overload
Tests: built all targets in unity
Lowered vehicle parenting volume
merge from Blend4Way double sided
Added "Double Sided" option to standard-spec, blend4way and blend4way-spec
rock formation prefabs (sea) radius and fade improvements
New: Adding Facepunch.Tests assembly for unit testing Facepunch libs, with ListExtension tests
Motivation: when working on core libraries we gotta have confidence that we won't bork something somewhere by changing core algos&utils. With this test assembly, we have a common place to document behavior of Facepunch lib before we go modify it.
Added 64 test cases for ListExtension changes (I couldn't reliably confirm in 3p multiplayer session). Test assembly configured in lean fashion.
Tests: built all targets in editor. Ran all existing tests, including new ones being submitted. Observed ~10 failures in NavMesh and TextMeshPro, but new tests pass.
Trees now trigger OnPhysicsNeighbourChanged when falling down, cutting any attached tin can alarm wire
Wire deployable on trees
Minor placement fixes
Cleanup
Models and materials folders
propagated the latest changes into procmap stack