193,946 Commits over 4,079 Days - 1.98cph!
renamed certain games in the mountable games list to more closely match their actual names
moved certain community made maps from cs(go) into their own cateogry (aim, awp, etc)
Icons for maps that dont have them from l4d2 and csgo
[D11] [UI] Application Restart Translation Fix Test
Better error handling for Entity.SetBonePosition, GetBonePosition, SetBoneMatrix, GetBoneMatrix
[D11] Chainlink Fence LOD Distances.
[D11] Thatched Z-Fighting Fixes
Working spiral stairs greybox for square and triangle blocks. Spiral stairs need two blocks to make one revolution, allowing half height.
Re-enabled stairs socket for spiral stairs to avoid plugging to walls and other sockets
Conditional models for spiral stairs landings
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Fixed filter for drag-dropping engine items into engine slots
When we're doing a singular chassis visuals update for clients who are looking at a stopped vehicle for the first time, move instantly to the correct position, ignoring the usual lerps.
Make sure the client updates chassis visuals at least once when they first see a vehicle
Engine loot panel UI changes, show stats differently
Updated the crosshair gravity warning when connecting hoses to use the new Root check logic
Compile fixes
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Fixed foliage motion vectors
Sprinkler decays every time it splashes
Rotate sprinkler mesh so hose point matches mesh
Added some profiler coverage to IO areas of interest
player.mount now works for horses
Fixed player.mount not working correctly
[D11] UI Adjustments (Loading Screen, InGameOptions, NavigationBar text)
Merge from Main -> Vehicles. This puts vehicles branch on 2019.3
damage sounds set up on pfx prefabs
[D11] Relaxed some of the effect/audio throttling a touch
Needs cleanup and performance work, but engine internal items + engine UI now fully working.
[D11] Updating Custom Vertex Normals
[D11] recompiles dll's in release mode
[D11] recompiles dll's in release mode
wip balancing.
added a comment linking to a new farming balance/stats spreadsheet.
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Fixed another fluid IO connection issue
Fixed being able to bypass gravity restrictions by chaining together IO entities
Gravity restriction now compares height to the closest RootEntity in the IO chain, rather than just the last connected entity
Add first person spectating of other players in demo playback
Disabled being able to splash liquid on water barrels/containers to fill them up
Added note to recycler, comment only
Make ent_find_radius find all entities, not just ones with colliders
Working on engine internal item stats
Add debug_camera_target convar, set debug camera target entity by netid
Fill water loop based on player belt length and not hardcoded value
Allow debug camera to lookat local player of demo recording
Add ent_find_radius convar, gets a list of entity info in radius (only works in demo playback)
Allow map UI to be viewed during demo playback
Fixed water purifer missing references
Can now fill containers with salt water using player.fillwater by passing "salt" as an argument