198,704 Commits over 4,140 Days - 2.00cph!
Made drug dealers easier to kill (less HP, less shooting accuracy)
Fixed climbable street lamps and simplified their colliders
Spas, double, pump & pipe vfx.
Medikit uses notification instead of info. Less spammy as it doesn't block screen so much.
Added colliders to the shop signs
Adding logs and checks trying to detect the "ghost cops" bug
Moved standard layer constants to separate cginc
Added Terrain Sampler and Shore Wetness shader funcs
Updated cliff_shader to allow correct terrain material blending and wetness + tidying up
Commenting out "Skipping next input rate check" warning as real server builds seem to occasionally spike way down in framerate despite running fine 99% of the time, which causes unnecessary log spam.
Allow client s to set damage pre-init, since they do it on Deserialize
Use static switches for some material toggles (simple shaders only)
Add the simple shaders to the always included shaders list
Fix ASE LWRP templates always using fallback Hidden/InternalErrorShader, fixes that build error
puzzle reset pauses timer when players are in it's radius
puzzle reset no longer uses physics to detect players
don't do step up while in mid air
Remove some unused stuff from CubeBlur, enable time slicing for reflection probes on mobile
Double tap to zoom/unzoom
Fix avatar faces outputting some alpha, remove the material on the customisation avatar image because it has issues on mobile
Testing coverage query occluded by default
Update bass.dll again to a version that fixes the problem with the previous unreleased version
[D11][Tutorial] Added support to unmark assets for singleplayer manifest
[D11] Increased default size of popup input boxes, and fixes to the text display box
Added support etc. for a bunch of props that need collisions or other things spawned.
[D11][Tutorial] Changed tutorial wooden fence layer to world for navmesh baking
[D11] [UI] Moved editor-only functionality to Editor folder.
[D11] Update Sleeping Screen
[D11] [UI] Fixed minor typo in Animation Debug window.
Don't show floating damage values for zero value health change
[D11] [UI] Removed animation debug scripts from cameras. Added animation debug editor window assets.
Prop spawning routine is a lot more fluid.
created unique wall_default_lod2 mesh and assigned to all wall prefabs in lod2 slot. WIP on stairs_lshaped model
[d11][optimisation] Refraction on campfires removed
[D11][UI] Hud hints can now have red background for errors. Added string for light hint. Fixed issue with upgrading buildings
[D11][UI] Enable server hud hints
Update bass.dll to the unreleased version again, but this time don't try to play missing files
Added a new difficulty level, Beginner. (easier than easy).
Added beginner to difficulty select on practice mode UI.
First career mode match is now beginner difficulty.
[D11] Slow down weapon deploy slightly on client
Add Simple_Arena, Simple_Crowd, and Simple_Unit
DynamicLight now as a second parameter to allocate ELights when set to true
The above is automaitcally used for Sandbox Light tool.
Gone through the rest of the props
Try probing SteamUser() global when get-SteamUser() doesn't exist
Inventory cleanup
Options fixes
Scene LOD proof of concept