240,745 Commits over 3,867 Days - 2.59cph!
Updated version to 2019.3.0f3
Updated dummy standard decal shaders
Fix for incorrected calculation of instanced mesh LOD distances where the LOD meshes were scaled separately from the LODGroup (e.g. driftwood_set_2.prefab), bug 2253
whitelisted lastpos & movedelta
unit funcparams
made unused Level param more useful
circle-line intersection utils func
added parallel/fan num properties for bullets
tweaked slowmo visual effect
player facingSpeedMultiplier modifier
player status velocityModifier
Made sure baking codegen is ordered / stable
Merge branch 'master' into switch-port
disable some debug, added a save file for easier testing & perf comparison
Made sure baking codegen is ordered / stable
Looking at replacing rather than removing...
[D11] + Remainder of scenes - in scene LOD tweaks + Couple of minor bug fixes (Floating objects, bad LOD transitioning) + Bunch of scene to prefabs of scenes using incorrect prefabs
[D11] Fixed Airfield SLODs slightly incorrect position + Fixed landmine scale
remove debug from gmod advent
Merge branch 'master' of Facepunch.Sites
Fixed AdaptMeshToTerrain spamming errors.
Fixed FBX exporter errors
Created some utilities for LODGroup Conversion.
Added rivers to the world stack
[D11] + Pumpjack-static - Fix for the broken prefab (Objects changing places when transitioning through LODs)
+ Changes to the water shader added in reflection probes and did some optimisations
Added monument nodes to project_gaea for testing
[D11] Fixed bright green Hanging ivy in caves
Wrap RestartExecutable call in #if ENABLE_D11_APPLICATION_RESTART
[D11][UI][#3239] Fixed been unable to split stacks of items
[D11][#3109] Fixed been unable to place water purifier on campfire, fixed campfire collision and deployment guide scale , fixed deployment guide sticking around when walking way from campfire
[D11] Dredging Boat z fighting fix
fix horizontal snow
Hiding the 12 days page
Added roads, powerlines, tiny monuments, harbors, offshore monuments, caves to World_Setup_v3 stack
Making a external prefab of World_setup_v3 in project_gaea. This will be useful for all the upcoming maps world stack maintenance
Added pine/fir trees back to temperate forests but only on Alt topology. This adds variation without needing be in tundra
Manifest
[D11] [UI] Disabled Server Stats page on in game options carousel.
Fixed missing colliders on music stage speakers
Fixed monument topology in Swamp_c
Merge from Main -> Vehicles
updated steering wheel model/texture/mat
Fix hub not showing news when you have no servers paired
Added basic plasceholder damage texture and auto-gen normal map, plus black mask to hide it for now.
Removed StartMaxHealth(). All overrides for StartMaxHealth() returned the same as max health. Now that StartMaxHealth() also returns max health in the base method, the whole method can be removed and swapped for MaxHealth().
Changes to BaseCombatEntity so that StartHealth and MaxHealth can be different, allowing for vehicles to spawn correctly with less than 100% health.
- StartMaxHealth() now returns MaxHealth() instead of StartHealth()
- ClientInit now sets _maxHealth to MaxHealth() instead of StartHealth()