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Site A bunkers & sewers and more.
Removing old junkyard mounds files
Junkyard v2 new mounds meshes/colliders/prefabs
hard fuse fixes and changes
trench pixel changes, hard balance
trench hard pixel change
trench expanding hard recolor
more trench balance
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Use steamclient sockets by default, only use gameservernetworkingsockets if dedicated server
Lighthouse 2 & surroundings rework
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Added support for "dof_mode 2" that sets the focal distance based on distance from the camera to the parented entity, dof_focus_dist is still used and treated as an offset
Added a new "graphics.dof_focus_target" convar that overrides which target the new mode uses for it's distance calculation
Test map edit, add test sedans on railway
Improved train speed control
Going back to kinematic track movement
Trying something with velocity
Merge from camera_recording
Merge from demo_toggle_nvg
Fix NRE when a player changes clothing in a demo
Fixed not being able to record multiple camera animations in a single demo session
startRecordingCamera will now fail if a name isn't provided
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Arctic biome foliage material adjustments / normal intensity tweaks
Hardcode extra engine shader paths
Basic variant + shader LOD variants
improved small oil refinery placement on sloped terrain
Fixed AnimatedSpriteControllers not being disabled on reset
more hard octopus changes
hard mech laser color
hard mech boss invuln pixel revenge bullets
hard mech turret pixels
hard mech balancing
hard fuse bg color
fix fuse starFlicker
fuse enemyA hard recolor
fuse enemyB hard recolor
hard fuse minion movement changes
Debugging some particles being emitted with NaN positions
Don't try to bundle Textures/replayui/
Updated Jenkinsfile
More replay debugging helpers
Fixed particle systems getting NaNs if time scale is 0
Merge branch 'particle-system-nan'
Revert change to particle system arc angle
Merge branch 'master' into camera-rewrite
Fixed AnimatedSpriteControllers not being disabled on reset
Increased normal scale range to 12
More foliage material tweaks
Improved cactus materials
Added basic support for bone followers on "anim" type SENTs - Entity.CreateBoneFollowers, Entity.UpdateBoneFollowers, Entity.DestroyBoneFollowers (All serverside only)
"anim" type sents will render their physics object with vcollide_wireframe if there exists one clientside (yellow for clientside physobj, green for model index vcollide)
Quality settings (shader LODs) matching up perfectly
Revert change to particle system arc angle
Debugging some particles being emitted with NaN positions
More replay debugging helpers
Fixed particle systems getting NaNs if time scale is 0
Merge branch 'particle-system-nan'
renderfx is copied to clientside ragdolls like it is for serverside ragdolls
Fixed console spam from the Paint tool
Fix "worldspawn" exception
Random bot names
Error notice fixes
Adde Panel.WaitThen, Panel.WaitForTransitionThen
Added killfeed to flying head addon
Rebuilding ghost - try to make it not be red
die particles