193,866 Commits over 4,079 Days - 1.98cph!
Fix the igniter not igniting candles
Working on engine physics changes. Now able to set top speed, power curve. Still WIP
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Add composite keybinds so you can do stuff like: bind [leftcontrol+x] kill
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Fix ClientOnly GameObject positioning on modules
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engine audio implementation cleanup
UpperCamelCase for key names in GetFrictionSnapshot()
Added PhysObj.GetFrictionSnapshot()
Added GM:PlayerChangedTeam( ply, old, new ) - serverside
[D11] Water Drum LOD + Pipe_c distances tweaked + Airfield Markings texture tweaked
[D11] Fixed the Helicopter being set up incorrectly + LOD tweaks to Door_barricade_a and mushrooms + Chairs incorrect rotation
Made Vehicle.GetDriver, Vehicle.GetPassenger, Vehicle.GetVehicleViewPosition shared
changing RT no longer sometimes clamps viewport bounds to backbuffer bounds
[D11][UI] Bug fixes to UI changes
[D11] Updated Credits file
[D11] Warning as error fix
[D11] [UI] Vending Machine Name Localisation Fix.
[D11] Junk and Clutter LOD distances tweaked
Pooling and pre allocating the temporary instance list buffers to save memory
merged from /main/SteamNetworking
[D11] Fixed Define issue in FootstepEffects
Use Raknet unless -swnet set
removed clone entry in foliage.v3
[D11] Changed LOD Distances on PlantPotSet + Sentry - Fixed see through gap in vending machine + Fixed bollard_c_rope
fixed filters of underwater rock formations (spawned over the water line)
[D11][UI] Changes to the ingameMenu
Up demo version to 2 to add length of demo to the end of file
Better riversource placement
[D11][#3631] Fixed pixellated light cookie for flashlight, weapon light, and miners hat.
[D11] Custom pass outline shader
[D11] Fixed incorrect rotation at the abandoned cabins
[D11] Footstep optimisations, no longer spawns prefabs, uses a footstep definition to play correct sound clip
[D11] Water Tower Optimisation