199,645 Commits over 4,140 Days - 2.01cph!
Added LODs For Reclaim Terminal
Merge from precision_fixes
Fix for shadows flickering when far away from the origin.
Fix for water flickering on when using jittered projection matrix (TSAA)
Updated camera and underwater postfx
Made NPC vs NPC killicon consistent with NPC vs Player deaths
Pull Requests:
* Added util.IsBinaryModuleInstalled
* Added color support and fixed a bug with table.(De)Sanitise
* Fixed potential Lua error in Derma drag'n'drop system
Added Entity:SetSurroundingBounds( vec, vec )
Added Entity:SetSurroundingBoundsType( BOUNDS_ )
Added vec, vec = Entity:GetSurroundingBounds()
Fix NWVars not updating on mismatched server/client versions due to additon of new user messages
set dressing and polish around cave_procedural_entrance_c
New gib files
Scene backup
Minor vbsp changes from go branch
Fixed IRestore.ReadString having a limit on string length
scoreboard + game status work
cave_entrance_c LODs, hull, collider meshes
some set dressing
S2P relevant cave scenes
arid variant of cliff_low_arc_overhang
added biome visuals version of the prefab in procedural cave entrances
better collisions for the cliff_low_arc_overhang type (used mostly on hapis and cave entrances)
deployable shared table map
- placeholder map texture / materials
- initial prefab setup
merge from LODGrid_optimizations
Increase max ESP player info budget time to 5ms
converted materials to spec just in case it becomes skinnable
Physics material farm & related materials
added medium and small weapon locker variations
now there is a 3 variations large/medium/small
same height and depth, just smaller in width.
Update ignore.conf
Added a message to srcds console when not having GSLT about its impact on server ranking
Pull Request: Added "readonly" option to DProperties properties, for editable entities editor
Update TTT from github
Improved ladder prediction (HL2 ladder mounting is still wonky)
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weapon locker storage update
- materials and textures
- collision setup
- prefab
- still need to do lods and gibs
Implementation (needs prefab updates + testing)
Merge from rail_network_4
Crapload of temp files + scene backup
Made cave exterior cliffs swap to arid versions when spawning in arid biome with BiomeVisuals
fixed a whole bunch of environment volume transition quality
ocean water doesnt pop in and out of view anymore when transitionning inside and outside caves
overall polish
Fixed sv_cheats not resetting on server join
merge from trainyard_update
merge from coaling_tower_v2
art drop
bugfixing salvo + coaling tower changes
updating coaling_tower LODs to reflect exit changes at all levels
Made the exit path useable both directions rather than one way
Middle ground for code lock culling, now less aggressive due to gameplay impact
merge from osx_camera_fix