250,840 Commits over 3,959 Days - 2.64cph!
Fixed a potential material refcount issue when binding materials in CMatQueuedRenderContext
Fixed render entities breaking if you delete any render entity within a tick event callback
Potential crash fix in CMatQueuedRenderContext::Bind
Swamp a,b,c now uses the same Fog FX that is used at the bandit camp - no longer lit at night from 400m
S2P Swamp A,B,C
Really take care of npc_barnacle crashes when something deletes its internal physics objects
Added prevent building volumes to underwater lab prefabs
merge from misc_improvements
Split TerrainPath.DungeonRoot into TerrainPath.DungeonGridRoot and TerrainPath.DungeonBaseRoot so the train tunnel navmesh doesn't pull in the underwater labs
modded folder organization (will break paths)
Adding a bunch of commonly requested and missing objects
DungeonBaseInfo has a list of DungeonBaseFloor, which each contains a list of all DungeonBaseLink that are on that specific floor
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Fixed incorrect main ladder placement and missing pool ladder volumes in module_1200x1800_ladder_moonpool
Fixed underwater fog no longer disappearing inside underwater labs (introduced by environment volume change in 63133)
Made underwater_effect admin convar also disable underwater fog
Added UnderwaterLabs environment type to all underwater lab prefabs (to detect when their map has to display)
Make double sure player can't be damaged by a vehicle while driving a vehicle
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Only allow air control when car is sufficient distance away from surface
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Increase submarine throttle/max speed
Allow faster steering adjustments in the submarines
When mounting a sub, always fill the driver's seat first
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Turn wheels even when stationary
- Fixed submarine physics behaving incorrectly (jittery, didn't maintain depth) if the submarine was spawned instead of pre-placed in the scene. The trouble was script execution order, specifically the submarine's tick happening after the buoyancy tick.
- In solving this, moved the FixedUpdate tick on all mountables to use a single real FixedUpdate call from ServerMgr. Should improve performance (will test soon).
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Better cancel support for internet streams
Car air control and uprighting when you're upside down
Slightly better car camera for all orientations
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Use car driver as attacker
Add ModelEntity.EnableTraceAndQueries
TTT: PT-BR translation updates (#1815)
Add a window component
WIP inventory display
WIP action bar (currently has a button to toggle the inventory)
Fix incorrect wheel distance
Add tag to player while driving so wheel traces can filter it out
Use physics world global gravity for car grounded gravity
Made the windows of the duo sub bigger
updated lods accordingly
Resizer tool can reset scale with reload button
Car runs the base OnPhysicsCollision not just for collisions with players
Don't damage player from vehicle if they're driving one