192,975 Commits over 4,049 Days - 1.99cph!
[D11] [UI] Server Information now displayed correctly on Find/Join game page, and is now passed to the server info popup rather than being requested by the popup. Adjusted prefabs and classes with new functionality.
Changed LightEx to bake intensity into color updates; avoids interference w/ scripts modifying light intensity
[D11] Properly fixes the new music looping functionality and properly fixes the frontend loading music
[D11] Fixes title screen music looping
[D11] Checking in to snapshot WIP as I may need to rewind
[D11][Tutorial] Applied fix for floating boats on console versions
[D11] DTLS multiple connection support - removed the unencrypted UDP socket listener.
VRAD and VBSP no longer check for model versions (but still display warnings)
Enabled pooling on player corpse entity and ragdoll object
Pillared lantern light fixture prefab & related
Added console strings for the blueprint and hammer
[D11] Adds looping functionality (that actually works this time) to the FP music player.
[D11][Tutorial] Oil barrels in lighthouse prefab now use a spawngroup
Optimized SkinnedMultiMesh.UpdateLODGroup
Fix for instanced foliage billboard scaling
Fixed entity registry issues when entity is destroyed
[D11][UI] Sleeping bag assign changes
[D11] [#1415] changed name strings to match loc file [#1423] have blueprint button check for null name
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[D11] Locker changed to allow input of individual items and to lock item icons during quip action. Updated locker loot panel navigation to work while selecting individual items in the locker. Increased locker capacity to allow for 7 gear items
[D11] [UI] Admin username for server info.
[D11] Server/Client PlayFab/Achievements
Updated server hints. Bug #1427
[D11] [UI] fix for wrong icons showing on the code lock on ps4
brick and wallcap experiments
Going to prison now temporarily confiscates all your inventory items, and PERMANENTLY confiscates anything illegal (drugs). Needs some improvements, but it's working.
Bandit town fixtures WIP.
Standalone PropSway based on the chinese lantern sway.
f r a c t i o n a l r e l o a d i n g
added fractional reloading to spas12 and BAR
[d11][Audio] Quite a few changes, see below:
Renamed all footstep Sound Defs with sdef_ prefix to allow easy searchin and group editing of footstep sound defs
Rebalanced levels of all footstep sound defs
Made Vegitation Scrapes Quieter
Made Low Pass Distance Muffling on Grenades more aggressive
Removed all remaining instances of the generic 'cave reverb' only D11reverbs and hangar reverbs should show up now.
Removed Quarry 'cave' reverbs as sounded completely out of place, once we have global exterior DSP coverage will be no need for this.
Explosive ammo sound tweaks
Stripped out the old bandit town lighting.
Optimized some things in it.
[D11][Tutorial] Replaced cave campfire with tutorial campfire
[D11][Tutorial]crystal cave now has a scene,