122,212 Commits over 4,048 Days - 1.26cph!
new road barrier textures
Enabling multithreaded networking by default for both client and server
Adding -nonetworkthread startup parameter to disable multithreaded networking
Fixed some interaction issues when the player dies while the map screen was being held open because of label input
Fixed broken map marker on MLRS UI
Don't allow pings in hardcore mode
Contextual pings will now create the ping at the top of the entity in world space, rather than where the ping raycast hits
Renamed demo.hud to demo.ui and made it true by default
Demo shot editor will now be enabled by default for all players
Move to next/prev entry on computer UI with arrow keys or mouse wheel
Merge from more_map_markers
Fixed computer UI allowing player to open inventory
Show HP bar (and text) on the computer monitor when remote controlling entities
Update teleport2marker to work with new marker system:
-Will first attempt to read a string argument and match it to the marker name (eg. "teleport2marker home" will teleport to the home marker)
-Next attempt will read an integer argument and will go to that marker in the list, list is ordered from oldest to newest (eg."teleport2marker 3" will teleport to 3rd oldest marker)
-Last attempt will just cycle through available markers (eg. "teleport2marker" will move to a different marker each time it's run)
Show all icons and colours in the edit UI instead of using the cycle buttons
Scaled down size of map markers to more closely match existing designs
Remove old team leader map marker prefab (we use a single prefab now)
Log item definitions on startup
Added missing bunker_door_alt_spec texture
Fixed clipping door
Scene2prefab
Fixed some depth issues for map markers when editing. The marker being actively edited will now always appear in front of any other markers and will return to it's regular depth once the edit is finished
Add 'stats_blacklist' convar to manually exclude events
Update analytics urls
Add 'pending_analytics' convar to get the amount of pending events
Add 'high_freq_stats' convar to disable common high frequency events
Enable saving for analytics convars
Subtract
80247 - may have caused deploy bug
Custom vertex stream stuff with the updated shader.
Scene backup
Height and normals match the match the terrain perfectly.
Update error handling for FP account notices so it handles Steam errors better (and if there is an error then don't disconnect from the server)
Fix egg suit removing the skin color from the first person legs
PixelLit Advanced shader tweaks from Diogo
Scene backup & related files.
Merge from main -> gameplay_metrics
Accurate terrain matching.
Added cpu_priority & cpu_affinity console commands
Merge from main -> cpu_affinity_test
Fix single wood door not using deploy whitelist
ferry ramp flaps texture redo
Merge from main -> door_deploy_fix
subtracting
80250 - player reported issues with deployment
More accurate heightmap baking
merge from facepunch_pool_2