252,596 Commits over 3,990 Days - 2.64cph!
TechTreeT2 electricity and car parts progress and fixes
Add navsystem to groups.vgc to fix crash in non steam builds when reloading map
Fix RemoveAllDecals not working on WorldEntity
Make 'Couldn't load menu assembly' error contain the whitelist errors
Change Host.Color for servers from Blue to Cyan for better readability
Remove IPostProcessRenderer, move pp init
GraphicsItem.Parent, ZIndex, DrawCircle
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Steamworks / Steamclient DLL updates
Settings iteration
Axe SetSettings
Remove Set/GetPostProcessingLayerCount
Allow creation of render attribute objects
Cleanup cpp side of renderer
Move post process to global name space
DrawScreenQuadEx for rendering with custom attributes
Rework standard post process to use its own attributes
Shift from IPostProcessRenderer to BasePostProcess
MaterialPostProcess now derives from BasePostProcess
Remove configurable variant
Move blit to post process constructor
Implemented loadout tags. Renamed Defender to Engineer. Implemented loadout role icons. Implemented loadout upgrading functionality. Only switch to loadout when upgrading if you are that loadout's predecessor already.
merge from human_ai_combat
split off electricity and car parts from T2 techtree
Initial work on auto saving navs to vpk
Allow saving navs to VPK automatically
remove garbage comment
Simplify VPK extraction and creation for cubemaps and nav
Merge pull request #112 from Facepunch/nav-vpk
Allow saving nav_save to write directly to VPKs
Headers for 1.53
Redist for 1.53
Generated 1.53
Add NetAddress.IsFakeIPv4
RequestFakeIP / GetFakeIP comment fixes
Do test case fake IP initialization before login
post_process -> postprocess
Citizen/animgraph: updated jump animation + other tweaks/fixes
Rework managed post processor
PostProcessing Settings, Add configurable and non configurable options, update basic pp
More snowmobile setup, MountMenuVisible code in BaseMountable, other bits and pieces
Merge from FirstPersonSpectate
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Move all BradleyAPC.Targeting code inside #server, move AlwaysAllowBradleyTargeting check to server-side only
Update head look flag to fix merge conflict
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Merge from SleeperMountingMergePt2
Fix HasMountPoints not working properly on modular vehicles
Set up snowmobile fuel and storage. Added a basic CanBeLooted check to BaseVehicle for vehicles to share. Other snowmobile setup. Set all seats to needsVehicleTick = false.
Improve camera angles when entering/exiting parent volumes (still not quite perfect, but a bit better now)
Merge for sleeper_mounting_2 -> Main, but GetMounted() needs fixing for Modular Cars. It's returning the chassis instead of the seat.
Refraction mask so that objects don't refract above water, cleanup code, document code, underwater path, delete separate sbox_water_underwater shader
Finish underwater pass
Seamless fog entry, get fog working on C# side, fog combo
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Split BaseVehicle back up, with the modified code from the merge
Merge in sleeper_mounting_2
Temporarily reintegrate all parts of BaseVehicle in order to facilitate the upcoming merge