141,532 Commits over 4,383 Days - 1.35cph!
aniso and texture filtering import options, fixed inconsistent use of trilinear filtering
Bowless Crossbow - weapon rack positions, icon
Adding bowless cross bow world model rig
Bowless Crossbow - updated worldmodel missing small parts
Bowless Crossbow - updated worldmodel
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Shadow caching now works with spot lights
Make sure loadouts are refreshed when connecting to a new server
New or removed loadouts also mark the window as dirty for all admins
Added "Reduce Startup Yield Times" setting to editor playmode speed-ups section (defaults off). Switches the 9 Bootstrap yield 0.1s for 0.01 when running in the editor.
Saves 0.8 secs for editor bootups.
Add satellite specific explosion (temp)
Search bars only capture escape if they are selected and have content
Increase move/spin speeds
Add some very temporary VFX
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New PipeMeshGroupManager, supports merging multiple IO pipes into a single mesh for better performance
Uses the same underlying job system to generate the mesh, just at a bigger scale
Merge from terrain_renderer
Fix shader warnings in terrain compute (prevent possible edge case issue)
Update PipeMesh job handling to use VertexBufferParams isntead of SetVertices/SetTriangles
Saves 18kb of GC generation when creating a pipe mesh
Fixed duplicated job animations in Body > Walk blend tree
Also reset the walk animations to speed = 1
Fix player footsteps playing when water wheel is moving too slowly for them to make sense
Add additional water loop to match particle effects for water wheels being pushed by players while in water
First pass on admin vending machine support
Adjusted texture size of shop A sign so it doesn't get rejected on the server
Fixed OwnerID of entities not being sent out to clients if the old OwnerId !=0 and the new id == 0
Fixed lock logic for signs
Improve default HUD text scaling at 4K
Fix loading screen size after screen resolution change
DImage applies ANISOTROPIC mag/min filters
Try to make the notification library work with different screen resolutions
* It was overlapping ammo HUD @ 4K, so we make the position use screen % and scale the text with screen height
Apply static prop scale to lighting origin
* No idea if this changes anything, but CS:GO does it, so we will too. Changes IVModelInfo::GetIlluminationPoint
Apply soup based physics scaling
Fixed damage indicator HUD size after resolution change not in-game
Fixed leftover faces from interior/exterior kiosk splits
assign stage-break effect for wood-piles
New solution for persisting held entity animations on the playermodel
Seems to fix previous issues where those animations would not always clear correctly
power consumption set to a tentative 5
Clamp dungeon layer calculation in NetworkVisiblityGrid.PositionToLayer so there's no index out of bounds exception when entities exist at y >= 1500
If mods want to take advantage of the dungeon layers they can use the ones from 1000-1500, there's more than enough space already
adjust bounds, move io input, add dismount on unpowered