193,473 Commits over 4,079 Days - 1.98cph!
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Fix weapons root being left on if no weapons were fired
Update animations
Adjust player damage multiplier with vehicle speed
Really basic damage trigger implementation for player damage. Using existing systems for now but this isn't going to be good enough for cars.
Re enabled other benchmarks
Fixed bug with transform update
Improvements to benchmark
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Reapply FCVAR_ARCHIVE to gmod_language
[D11] Main branch materials brought over
[D11] + Fixed missing helicopter not appearing in game
[D11] + Fix to launch_site helicopter (LOD distances working, collisions in correct place/actually existing, player able to shoot through window, etc)
[D11][#3253][#3257] Fixed issue with deploying water_catcher_small and enabled placing on foundations
Alternative compost ticking approach
TTT: fix infinite traitor selection loop in case of bad cvar value
TTT: Remove unused exploitable concommand "wepswitch"
[D11] SceneToPrefab update
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Only update the transforms once per frame when needed
Added Entity.GetNWVarTable()
Fix studiomdl.exe DMX support
Bugfix: {PS4/XB1} Code Lock lights do not show if they are locked or unlocked
The fix: ramped up the emission intensity on the materials used for the lock. Changed the threshold for LOD2 so that the lights are visible from a reasonable distance
Assigned generic.genes to existing plant types.
Gene types can now be weighted per type and also per gene slot.
Added generic.genes definition.
merge from hit_detection_benchmark
merge from skeleton optimizations
Fixed rock and rock blended material config
Merge from skeleton optimizations
Fixed pubes showing through underwear. Fixed preview not updating right away when censorship settings are changed.
[D11] Update to Range_Rails.FBX to remove weird black geometry issue
Added GrowableGeneProperties scriptable object for gene/slot weights data per plant (or generic) to PlantProperties.
Bit of refactoring ready to start using the new data for generation.
[D11] Fixes terrain heightmap optimisation (SERVER && ! CLIENT)
[D11] Fixes terrain heightmap optimisation (SERVER && ! CLIENT)
[D11] Adds SERVER to D11_CLIENT_PROCGEN check
[D11] Adds SERVER to D11_CLIENT_PROCGEN check
[D11] Fixes terrain optimisation, also tags a some textures for streaming
[D11] Updates streaming texture flags on some textures, also adds back in terrain heightmap optimisation.
[D11] Ice Sheets Decal Material Fix
Canyon latest build - improved channelling, ability for place cliff to fill a larger amount of cliffs on terrain by terracing more even steps
[D11] Missing mesh reference fix for Grass