135,774 Commits over 4,444 Days - 1.27cph!
Add GetEntity to GameObjectRef
West+north road splatting
Hit marker should now play when the player being spectated gets a headshot
Experimental, remove minicopter sub-entity spawning and simply include the fuel sub-ent on the base entity. This is the new standard in the desert base setup and seems to be working reliably, and may allow us to remove a lot of boilerplate spawning code.
Final'ish northern height & bake
North side road fixes along new cliffs & bake
optimised LOD2 of all 18 tea variations:
-baked down cup material and icon decal sheet to one smaller albedo
Arctic bases progress / added custom snow prefabs for various props / added greyboxes for wind turbines and dome radar
all 18 tea world model LODs
collision setup
texture resize and prefab update
Fixed metabolism, team UI, hot, cold, water and directional damage overlays not working in spectator mode
Added ClientRPCPlayerSpectatorAware which is the same as ClientRPCPlayer but also sends the rpc to the spectator client
all 18 tea world model variations
prefab wip
materials and textures
updated bandages with lods
updated material
prefab update
reduced texture size for bandages
bandages world model update
texture & material work
prefab setup
i forgot the collision
now the sack has collision
generic burlap sack update
model, materials and textures, collision
initial prefab setup
Expose bear, boar and chicken population values in admin UI
Increased scroll speed of server info and convar lists
Update DryWetMidi plugin to fix .net version
Optimizations inside update loop
Potato world model
lods, collision and materials
prefab setup
Apple world model
lods, collision materials
prefab setup
cactus flesh world model
lods, collision and materials
prefab
Updated rigged model with SAR backface fix
Fixed incorrect animation event handling while first person spectating
Fixed scopes not opening their UI overlay when first person spectating
Player icon on map view now faces correct direction when first person spectating
Fixed nametag of player being spectated appearing when the spectated player looks down
Possible OnViewModeChanged NRE fix
Fix client compile for range limit checks
Fixed player model appearing distorted when switching to debug cam while first person spectating
Separate the MLRS rocket explosion and ground effect FX and fire them separately. Ground effect now plays at the hit point rather than directly below the main explosion.
Fixed camera position lerping when first person spectating a player in a vehicle (still some rotation lerping happening, but not as bad)
SAR world model backface fix
No-aim areas in the MLRS UI (safe zones etc) now all have their diagonal filler lines at the same scale
Fallback fonts for the MLRS font. Handle all languages
Extended character set for MLRS UI
Fix MLRS rocket backfire FX flashing on when entering LOD range
Take fuse time into account when showing rocket max distance (for instance HV rockets could fly 3,200m with an unlimited fuse, but actually explode after a maximum of 400m (10-second fuse))
Don't show max distance for MLRS rockets or torpedoes
Improved handling of disconnected/sleeping players
Move max range calculation to ServerProjectile. A couple of changes
Improved fishing rod vm while first person spectating