198,864 Commits over 4,140 Days - 2.00cph!
Updated localization files
Minor optimization with the PlayerColor matproxy (Community Contribution)
Minor optimization with the PlayerWeaponColor matproxy
Clear poker table in the poker tester if the player dismounts
Fixed spawnicons trying to interact with the container they were created in, instead of the container they are drag'n'dropped onto. Fixes an issue where dragging icons from Browse => addons/games and resizing them would not properly move all other icons
fixe dredge metal structure gap from fbx
Fixed "broken" spawnicons icons being rebuilt every frame
Updated the "broken" spawnicon texture to be 512x512
fixed dredge zfight and some gaps
Fix for player order. Lock the CardPlayerData array to the mount index
Fixed light position offset in Bandit Town + s2p
Reorder all card table seats/storage/mount points so that gameplay always follows the correct clockwise order
Merge from main + backups
- Fixed betting rounds not ending until the end of going around the table. Now moves on immediatey if everyone has had a turn and the bets are equal.
- Fixed the next betting round not always starting on the right player.
world model for bunny hat, better eye jitter stuff
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Improved oak trunk textures
Brightened up oak and beech tree billboard materials
Darkened tundra grass
Assign the correct Sit_Workcart pose to the work cart seat. Enable headlook for the workcart. Fix headlook on/off check bug.
merge from vehicle_vendor_fixes
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Some more light fixtures texture polish
reduced hostile duration for players hit by peacekeeper turrets to 5 from 30
vehicles are now reposessed after 5 minutes instead of 2
team mates can now enter vehicles purchased in a safe zone without the vehicle owner needing to first depart
Fixed weapon effect parenting bug
Military tunnels bundle of fixes
Spent some time improving light fixtures textures and prefabs to function as intended
Remove snowball from eggs
Fixed floating hanging table lights at bandit town
Bandit town S2P
AIInformationGrid profiling and reworked array access
More profiling, bit of refactoring.
Removed support for playing the legacy gestures via the gesture convar command
Fix text sizing issue on slots UI panel
Added a ton of extra profiling
Lightposts collider was incorrectly using LOD2
Various cave issues fixes
Added a ocean culling volume to cave entrances/cenotes and harbor tunnel entrances as they spawn close to water surface
Fixed Motor tool applying torque in "world space", i.e. acting as if the prop it is attached to is never rotated
Custom AddToHeightMap object for Junkyard mounds - this will fix the remaining floating foliage there
More consistent styling for text boxes in the main menu between operating systems and beta branches
Potential EndGestureShared NRE fix
Fixed cards mesh being visible underneath card table seats
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Potential workaround for "SV_CreatePacketEntities: GetEntServerClass failed for ent 1." error message and crash when disconnecting from a listen server as a host while it is not empty
Fixed all Unreachable servers being filtered out by the default filter settings
Updated menu background video