249,480 Commits over 3,959 Days - 2.63cph!
Increased work cart damage effect thresholds to 60/40/20
Updated Jenkinsfile
Added CampaignData.HideInEditor !skip-bake !skip-replay-tests
Fixed "A" !skip-bake !skip-replay-tests
Made monument signs facing the tracks slightly larger and more readable
Increased viewi distance on procedural monument name text
Updated Jenkinsfile !skip-bake !skip-replay-tests
Completely disable rain / snow particle effects inside train tunnel environment volumes
Throw if assets needed for old workshop plugins have been deleted
Updated Jenkinsfile !skip-bake !skip-replay-tests
Do not try to load the flushed models immediately after flushing them on map disconnect, this does not work for map embedded models which do not exist after disconnecting from a map
protocol++ too many mismatched bug reports
reduced tunnel dweller ammo loot, reduced milcrate chance from tunnel dwellings, reduced crate chance to 1-3 instead of 2-3 for tunnel lootStrips
Texture compile
Remove DebugOverlay
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max depth/altitude optional value for safe zone triggers
Add Prediction.FirstTime
Run IPlayerControllable's Ticks only in Prediction.FirstTime
Create .editorconfig
More reliable IsMainThread
Local View Angles
TimeSincePrimaryAttack, TimeSinceSecondaryAttack predicted
Added Entity.PredictionStore, Entity.PredictionRestore
Added accessors to TimeSince,
Update animgraph network vars immediately after player simulate (fixes a ton of prediction errors)
Added net_fakelag
Removing some unused shit
Update predicted vars as soon as we get them
Any entity with a predicted owner can be predicted
This was bullshit, weapons need to be predicted every tick
We don't need to ReadPredictedVars before camera update now
Prediction fixes
WriteNetworkEntities after player tick
Propertly remove net dirty entities clientside
Merge branch 'master' of sbox
TTT: Fixed an instant reload exploit (Community Contribution)
Fixed PlayerWeaponColor material proxy hack for Super Grav Gun for cases where people override the default gravity gun (Community Contribution)
fix for low distance road cones on train barricade heavy
fix for spawngroups sometimes utilizing full spawnPoints
Fixed z-fighting on train stop pillar bolts
Add a IsScripted check to this hack (#1772)
Added some debug info to "%s overflowed reliable buffer" disconnect message
Added "total" count to mat_dump(textures/materials)
Properly remove unmounted (.gma) addon files from internal map so when something tries to access them we don't crash.
Fixed stretched UVs at the bottom of sedan wreck-junkyard variants
More Junkyard work - surroundings - topologies
Ported fridge changes to HDRP_Backport branch - This will need S2P
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Fridge door should be fixed across all locations now
More junkyard progress - reviewing LOD distances- scene organizing
Merge from network_tick_optimizations
Refactored the fix for sleeping buoyancy
Topo mask changes to fix some fields that weren't receiving all field spawns
Fixed flickering wires/bolts in overpass
Fixed wires clipping through the wall in tjunctions
Slightly increased LOD dinstances on t-junction walls to help with wire clipping
Remaining puzzle additions for patch. All corners of the map now given equal red card rights, give or take.
Remove some massive unused compiled textures
Remove references to Reflex Sights
Remove old SSAO
Readd editor visualization shader source
Keep scalable ambient occlusion code so it's convars are still referenced, even if it's stubbed out
Strip out more HLVR code from our renderingpipeline ✂
Only try generating dungeon navmesh if dungeon exists
Floodlights_B variant of Floodlights_A without concrete/terrain base
Alternate versions of Pipe_cover_left from the launch site for Junkyard
Junkyard - update with new prefabs
Fixed SlotMachine navmesh server error
Re-applied bug fixes to trainyard and cave_entrance_a
Will need a S2P for caves
Junkyard terrain splats painting - composition/framing improvements
merge from /slots (minor updated payout sounds)
Added the shredder and crane to the new junkyard - terrain rework to integrate it better and allow for ample room around crane to maneuver
Adding Crane magnet and Car shredder from vehicle branch