127,167 Commits over 4,109 Days - 1.29cph!
Site A now has a proper road instead of dirt path
Road to site B
Refinery props and decor
Added network extrapolation smoothing
Increased default network extrapolation time
short material and fuzz updates
interactive garage door / wheel end
Fixed projectile particle systems no longer playing after being pooled
Run FileSystem_Warmup on dedicated servers
Devs can craft all workshop skins if "unlock all items" is set in the editor
Added some item schema debug convars (autoschema, loadschema, printschema)
player animator blendtree updates and poses
modified ch47 pivot to be closer to center
boat work
backup vehicle components temporary textures
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 end
Halved vehicle modules texture sizes
Imposter is IClientComponent
Don't spawn bradley while still loading
Merge from roof_building_blocks
Removed occluder meshes from roof prefabs (unused)
edited steering pose, added passenger pose, added pose to animator
pivot changes on triangle walls
Progress on mountable scientists
boat functionality and first pass polish
boat sounds
merge from steering_animator
pivot changes on triangle walls (right-hand models)
Added triangular wall conditional models when placed at a roof side
Removed rotation hack from right hand side triangular walls
Conditional models refresh correctly when rotating a building block
Updated roof side model condition so only other roofs affect it
merge from vehicle_steering
Fixed missing guides and hammer highlights on walls
set beenie hat to not use baseball cap morph, material and dyeset tweaks