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Fixed dodgy floating-point precision causing vehicle sockets to not always be found successfully on the client
Can now right-click move engine modules to vehicle sockets
Don't show damage FX on destroyed modules
Add back placeholder destroyed models for the two modules that lost theirs
Remove the two temporary test modules
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Merge from Main -> Vehicles
[D11] Adds hook to shrink all pools on client disconnect.
[D11] Adds prefab pool shrinking system
Fixed sampler referencing on blend4way shaders
Game-side changes to support exposed MeshRenderer mesh ptr, remove MeshFilters during prefab preprocessing
Don't try to send notifications if disabled, use DebugEx if it fails
[D11] Cache cleanup WIP ... Changes entityEntry & groupEntry from structs to classes to avoid extra dictionary lookups.
Fixed LitWire shader not fading properly + added smoothness control (atten. by alpha)
Updated cable mat
[D11] Entity cache cleanup... work in progress.
[D11][UI] Cosmetic and changes to vending machine and shop front loot panels
Only send team notifications to offline team members
merge from LOD_Optimizations
Scene backup.
File cleanup & naming consistency.
New backup generator lightbox kitbash.
Added AO channel to foliage shader via tint mask
More folaige tweaks
Fixed a few billboards I missed previously
tweaked guitar position in prefab
player guitar anim updates
HL1 suit intro sounds do not override HL2 ones
[D11] Vertex LODs added to Prefabs\Weapons assets
[D11] Half of the Assets\Prefabs\Weapons LODs
Do not reset player's health and armor on level transition
[D11] [UI] Collectible Entities in map can no longer be consumed if player is not ready to eat yet.
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[D11][#2918] Fix crash in crafting screen
[D11][UI] Renamed function so it makes sense now.