240,002 Commits over 3,837 Days - 2.61cph!
Removed some unused Animator components from car chassis
Fixed axle aim transforms getting twisted when a car is flipped
Revert the previous change in TriggerBase since it can remove entities during the loop
Tentative removal of ToArray calls on TriggerBase and TriggerPlayerForce (performance/garbage)
Bump network protocol for open vehicles testing
adding vehicle damage textures
Added a DisableMeshCullingForPlayers bool to BaseMountable, enabled it on the modular cars
Increase modular car decay time to last 36 hours when inside, at least until we have new systems in place. Cars take a lot more effort to set up than e.g. a minicopter.
Scene backup - NVG workbench shot
Added geometric refl/spec anti-aliasing
Fixed player.mount command not working on modular vehicles
Disabled by default
Rate limiting config
Codegen
Adjust PlayerRepelTrigger sizes as well. There's no reason why they really need to extend under the vehicle chassis
scope position fixes to 3rd person weapon attachments, cleaned up positional offsets on some scope models & re-exported
Added an optional Up axis check to the TriggerPlayerForce volume so players aren't repelled away while standing on a vehicle while it's flipped
Slight increase to top speed calc
[D11][#4118] Building plan outline no longer goes invisible underwater
▇▆▅▋▇█▊▊ ▉▇▌, ▍▉▅█▉ ▇▇▄▅▄▋▉▅▍▌▄▆▋▌, ▍▄▌ ▉▋▄▍▄▌ ▆▍▌▊ ▉▆▆█▋▉▉▅▇▉▌▆▊▊
[D11] - Tweak to HOT + Swamp water material
Fixed errors about missing sound files
Fixed aiming on joycons
Fixed changing menu tabs with joycons
[D11] Nullchecks in D11DynamicInstancing
[D11][UI][#4010] Changed inactive button prompts colour. [#4153] Disabled button prompt for non XBL accounts for view gamer card
[D11] New HDRP DoF commands
Fixed "Parented sleeper on vehicle teleported to world origin (wtf)"
Show notification panel in vitals list when any tea effects are active.
[D11] Reducing LOD levels from four to two used for the water to reduce the game object count. Using a 10km outer grid to cover the gap between water and the horizon.
Enable LOD_FADE_CROSSFADE on instanced objects
Added D11_INSTANCED_TREES to put trees into the instancing system
[D11] - Fix for AO looking to heavy
[d11] lodding/pre-loading skinning improvements
Angle/Vector . __newindex typechecks its 3rd argument
Vector.__div type checks its second argument
GMod TOS and Privacy Policy open in Steam overlay instead
Fallback to Derma's HTML if Steam overlay is disabled
Buff icon tooltip improvements
▇▄ █▆▌ ▄▆▅▍ ▊▇▉ ▅▆▋█ █▇█▍▆▉ ▍▌▍▇▍▆▍▍ ▆▉ ▇▄▇ ▅▉▋▇▇▋ ▍▊▆▅▋▇█
Fixed effects.BeamRingPoint having its blue and green color channels swapped
iPad styling news, devices
[D11] - Tweaked HOT screen effect