193,866 Commits over 4,079 Days - 1.98cph!
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[D11] Industrial Building Optimisation.
removing '_new' from Hapis and Savas maps/folders
[D11] Fixes for Launch Site z fighting, Incorrect Sewer Tunnel Prefab + Changes to industrial glass MAT so player cant see through it
Big v2 assets removal, renamed what is kept into v3 folders, deleted now unused files/scenes
[D11] Placed an invisible box collider at the launch site to prevent the player getting stuck between a pipe and wall
[D11] [UI] Fixed "Trade" text not being translated in shop front loot panel.
wip simplifying/optim genes serialisation
Icon update before switching branch
[D11] [UI] Fixed broken japanese translation for "You" on main map.
[D11] Z fighting at Lighthouse Fixed
Stop demo after reading it to list in browser to avoid file sharing violation
[D11] Matching steam barrel colour better.
[D11] Fixes to Barrel Materials.
Update demo browser theme as requested
Simplify aspect ratio camera guide convar as requested
Engine module internalsUI
Add debug camera convar for following bone rotation (for shots where camera is mounted to a gun for example)
train track textures update to match new terrain gravel
Fix debug camera bone cycling on player models
Allow debug camera to target self player model
Reset cam bone when switching target entity
Tab sets cam bone to first bone when there's no current cam bone
Split debug camera movement and input so movement still updates while menu is open
Don't allow negative oceanlevel because too many things would break from it
Fix buoyancy component ignoring oceanlevel changes
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Engine - hide unused slots
Fixed gravity warning displaying when connecting to a fluid switch set to off
Fixed a case where the gravity warning was displaying while connecting electrical components
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Added BLENDFUNC_MIN and BLENDFUNC_MAX enums
Added OnEntityWaterLevelChanged( ent, old, new ) hook
WaterLevel() for non player entities will report WL_Eyes(3) if touching water, rather than WL_Feet(1) when fully submerged