240,226 Commits over 3,837 Days - 2.61cph!
Disregard line of sight checks when using player.mount command
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Fixed an infinite loop with decal cleanup
Further improve func_breakable angle reset logic
HL1 turrets start in retracted animation rather than in the firing? animation
Added separate HDRP server trigger (similar to the other branches)
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Added focus / brake hint
Added way to capture a heap dump during HotloadedData.ClearCache
[D11] swamp trees mesh optimisation
Preallocate a 450mb gc heap
Added a couple of calls to GC.Collect during loading to keep the heap size under control
Dispose of unnecessary CPU side copies of instancing data after loading
temporary workaround to stop site-isolation from destroying RegisteredFunctions state in render process
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[D11] + Reverted a change to range_hall_c_col (In order to fix collision). Will need tested on a fresh server as it may impact rotation + possible fix to sewer_tunnel_door
[D11] UI Changes Options Menu Elements
[D11][#3450] Dropped items now have a visible outline.
[D11] Fixes for a few weapons causing errors from third person animations
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[D11] Material Mask Maps pt1. Lit Base.
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[DTLS] Spam + MT fix. Also doesn't timeout on local servers/clients. - [DTLS] Spam + MT fix. Also doesn't timeout on local servers/clients. - [DTLS] Spam + MT fix. Also doesn't timeout on local servers/clients.
tweak driver position (seat and pedal positioning)
[D11] [UI] Look-At Tooltip class now translates all actions it receives. NOTE: Need to go through various other classes/items and standardise how they set their game menu info to ensure they don't pre-translate information, otherwise we end up with "#'s" prefixed on a bunch of actions.
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[D11] + Bollard_a_rope shadow culling too quickly - fixed
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Marked several excavator meshes as readable since they are used on colliders with negative scale (should really be avoided, but since there are so few it doesn't matter too much)
Fixed diffusion profile list on Hdrp.High
cleaned up sprinkler materials a bit, less height and noise
Fixed collider instantiate / enable performance issue
[D11] Removes unused code
[D11] Removes unused code
Added GameMode onFormDestroy callback
Added Player.Revive(position?) whitelisted method
Player / PlayerInput using cleanup
Example of reviving when a form is destroyed
Fix annoying asset preprocess error
much better planted bottle materials, set up refractive shader on it with correct sorting
[D11][#3682] Added null check to hackable locked create to avoid null ref.
Fixed yield display/pick discrepancy.
Show both actual current pick amount and current yield value on plant UI.
build vpk on win32/win64 configs