122,296 Commits over 4,048 Days - 1.26cph!
backup vehicle components temporary textures end
Renamed some things in shaders and moved other things around
Renamed DepthMask component to WaterDepthMask since it's water only now
Added Water Masking toggle to particle shaders used for water FX, to clip them against the water mask
Enabled Water Masking on rowboat water surface FX
backup vehicle components temporary textures
modified ch47 pivot to be closer to center
boat work
player animator blendtree updates and poses
Devs can craft all workshop skins if "unlock all items" is set in the editor
Added some item schema debug convars (autoschema, loadschema, printschema)
Run FileSystem_Warmup on dedicated servers
Fixed projectile particle systems no longer playing after being pooled
interactive garage door / wheel end
short material and fuzz updates
Added network extrapolation smoothing
Increased default network extrapolation time
Site A now has a proper road instead of dirt path
Road to site B
Refinery props and decor
Toned downn chromatic dispersion values in water materials
Fixed all fx prefabs with invalid sorting fudge values
Fixed IsFinite(outDistanceForSort) error spam around water
Fixed DepthMask server compile error
Fixed potential edit-mode NRE in WindZoneEx
Added DepthMask component to mask out water at smaller scales (e.g. boat deck)
Fixed some items never spawning in Savas Koth loot tables
Updated Savas Koth loot tables - Chainsaw, fire arrows, nailgun and flamethrower
Added Sedan and CH47 spawns to Savas Koth
interactive garage door / wheel files backup
hollowed out the chinook's collision mesh ( server )
ch47 bugfixes
added extra seats to ch47
light toggle works with vehicles again
skin approval
Fixed some skin materials going dark in shadow
Fixed hair using bent normal for indirect diffuse
TimedExplosive no longer attach to the entity pivot position when hitting other TimedExplosive
Fixed regression that sometimes made explosives invisible when attached to doors
Updated Savas Koth spawn locations
Disabled entities remain in their object hierarchy on the client (should be more solid, less error prone)