192,975 Commits over 4,049 Days - 1.99cph!
more material fix due to the static switch change
cleaning some unused materials
Inverted vehicles now take damage and eventually explode.
ball launcher rework
pass on the ball trail and Fx.....
folder sorting
Always include the UI particles shader
Character state from the server is not a diff! Fixing this fixes character jittering when they jump out of a helicopter, which was caused by IsGrounded having the wrong value on the client.
Preload textures, shader variants
Raise helicopter height limit a bit
Asset farm scene.
100k lux, 6000 kelvin sun profile test.
Nixed the oldest fake volumetrics from ceiling/search/siren lights.
Adjust gold vehicle physics, less twitchy now
Asset farm progress.
Naming consistency fixes.
Made a default car a little slower
Persistent Testing mode NPCs off by default
Added another threshold for shore foam control (far) + distance blending + distance fade
Toned down shore foam significantly using new controls
More efficient calculation of max bounds, and makes it a sphere instead of a box.
Deleted some shaders we don't need anymore
Temporarily fixed some shaders to prevent compile errors
[D11] [Audio] Checkin WIP
[D11] [Audio] Checking in wip
Move where DTextEntry.AllowInput is called from so it also catches pasted text
rework trophy magic 8 ball, confetti cannon
adding standard transparent shader for glass
rerender icon
Fixed missing shore vector map on procmap servers
Cherry picked
36392
Fixed HL1 NPC muzzleflashes
[D11] [UI] Spam warning seconds remaining attempt #2.
[d11][Audio] Slight volume tweak to FE ambience Volume sfx.
[D11] code gen for last commit
[D11] [UI] Fixed spam warning not displaying correct seconds remaining value.
[D11] Implemented special action button and quick turn action. Added swap special action changed map control in config b to hold left to make room for special action button hold
[D11] [UI] Removed temporary color tag from translation file.
[D11] [UI] Fixed text colour on spam error message.