194,321 Commits over 4,079 Days - 1.98cph!
[DTLS[ Small improvements + took out Ivans' debugging stuff
Engine internal items now take damage along with the module itself
Added functional Check Engine light. Some refactoring and performance improvement on engine code.
Manually fixed some merge issues in IOEntity
Made PushLiquid respect backtracking convar
Made a new IOEntity field IsGravitySource to use instead of RootEntity when determining the source of a gravity fed input
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Fixed deferred mesh decals premultiply mode
Fixed rendering artifacts in deferred mesh decals
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Respect IO backtracking convar in Sprinkler and LiquidContainer
Fixed object motion vector handling causing issues with horse hair
armored window shutter sounds
Add _EmissionColor to instanced shader properties list.
merge the merge test branch (mmtest) back to farming2
[D11][LOC] en-us translations
Entity.SetPhysicsAttacker works on more entities now, such as "anim" type SENTs and vehicles
Throwing props at NPCs/Players using the Physics Gun now correctly gives kill credit to the player who threw the prop, not the prop itself
You can now use tools such as balloons on non physics brush entities
Translated right click menu for spawnmenu headers (+icon),
right-clicking non selected spawnicons while having some selected will not override right click menus of non selected spawnicons
Replaced vending machines garage doors
Fixed UV warping on garage_door_large_a
[D11] PopupSystem Arrow icon update
[D11] Fixes based on FP Feedback
[D11][UI][#3852] Fixed issue with leaderboards when disconnected from the internet
DTLS IMPROVEMENTS
1. Better staging order ( so its not across > 1 tick )
2. Better memory management ( empty staging containers won't pollute pix )
3. Immediate mode takes less stages/latency
4. Sending bug fix ( didn't send until after rtti ) + flush fixing 5. Lowered tick frequency to 15ms ( from 5ms ). Local tests giving same results as 5ms.
Fixes for local server stuff on editor/consoles ( brought about by necessary changes to the server code by Alex ).
merge from main (march 2020 update)
[D11][UI] Changed Leaderboard selection to match other menus
[D11][#3462] LookatTooltip was setting all MeshRenderers to be on the Default layer when player was no longer looking at a {metal,wood,stone}-collectible
=> Default layer is colliding with PlayerMovement layer and as a result player is colliding with collectible items, which is different from the Steam version.
Changing it to restore the original layers instead.
[D11] [UI] Shortened ps4 only string
[D11] Fixed issue preventing all player muted checks from running.
in-place array sort, simplified an as check.
Triangle floor grill models and prefabs
+ small changes to water, hopefully fixed the green foam
Remove unused stringbuilder
[D11][UI] Altered sleeping translation
Added basic baking functionality
[D11] Weighted Vertex Normals, Industrial Buildings.
[D11] [UI] Standardised language code format.
[D11][UI] Cancel pickup sound when opening inventory