198,677 Commits over 4,140 Days - 2.00cph!
SelectedBlueprint / BlueprintCategoryButton optimizations
prop_door_rotating will use its .qc surfaceprop if no override specificed
Fixed missing skinned collider references on horse & testridablehorse
Reduced spec & gloss on dark horses to try and reduce waxiness
Increase fake eye AO across all horse textures
[D11] [UI] Sleeping Bag Map Marker client implementation.
[D11] [UI] Spawn sleeping bag map marker on client not server.
[D11][#1021] Fixed an issue with the flamethrower been active when holstered by another player
[D11] [UI] Slight alteration of translation to better describe error.
[D11] [UI] Added translations for item move errors.
[D11] Wait for save game to complete on leaving server
[D11] [UI] WIP implementation of specific error messaging to player when moving items in containers fails.
[D11] User sign-in flow modifications to attempt to detect sign out during connecting to title screen
[d11][offscreenparticles] Disabled because of rubbish culling ( checked in enabled by accident )
[D11] Removed Camera tool from debug menu
[D11][UI][#2329] Fixed for issues auto deploying picked up items
[D11] Fix for breaking console on bootup
merge new func_breakable angle behaviour
don't treat certain brushes as planes in newer version maps
Fixed misclicking accept would reject the team invite.
Added beam_spotlight entity
Networking for colored gibs enabled
Prop_dynamic additions from CS:GO - new HoldAnimation & AnimateEveryFrame keyvalues, new SetAnimationNoReset, BecomeRagdoll and FadeAndKill inputs
prop_door_rotating supports breakable models like L4D/CS:GO do
prop_door_rotating will automatically block nav areas when its locked
prop_door_rotating new input: MoveToRotationDistance, new output: OnRotationDone, new spawnflag:
524288 - Start breakable (unset by default)
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fix text clipping...for real this time?
adding vcolor to the tile shader for the lighting
more UI WIP rework,
replacing fade animation with leantween alpha
working fuel gauge and hand IK
Added horse mesh to collision in testridable and wild horse
Added new horse to testridablehorse prefab
[d11][Audio] Improved some of the map audio assets. Improved UI mix. Made the exterior reverb slightly drier.
Fixed water purifier disappearing after going out of network range
[d11][Audio] Removed a click from the radial open wav file. Improved the Overall Mix of the UI sounds post- normalisation. Improved Mix of crafting sounds/radial menu
horse footstep max voices
horse LODs + RendererLOD