250,286 Commits over 3,959 Days - 2.63cph!
Jump effects for new splats and water
Building block plywood textures (out of atlas)
Renaming/Moving models for clarity
[D11][#4094] Restoring the multiplier for the sky volume. This adjusts the overall exposure depending on the hour of the day and makes the object contours more recognizable during the night.
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Asyncbutton iconRight support, FUE rebuild for iPad
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[D11] - Turned off double sided on player hair materials
Smart switch and Alarm craftable
Smart switch and Alarm researchable
Smart switch and Alarm crafting costs
Revert item splitting changes, introduced some regressions
Added compound vendor Extra2 prefab
S2P compound
Compound now sells smart switch and alarm
[D11][UI][#4071] Fix for server list scrolling infinitely and other frontend bugs [#4107] fix for high latency displaying at all times [#4103] Moved crafting vital notice
Hubview maxwidth news
maxWidth settings menu
Fixed water catcher large and small LODs 2, 3 and cull the same distance
Add a damage script to the repel force trigger, just in case anyone still gets stuck inside a car
[D11] Changes to explosion effects to increase performance
Several fixes for TriggerPlayerForce. Selects which items to deal with more correctly, and applies some upward force which helps get players out of the way.
tweaked convert vibration
barrage powerup work
Wall corner conditional model scripts support wall.half, wall.low, wall.doorway and wall.window
Added conditional corner scripts and links from wall block to wall.half/wall.low/wall.doorway/wall.window blocks
Tweaked last fix to remove doubling up of stack size check
Fixed overflow items being discarded in a move if the max stack size of the container is less than the max stack size of the item
- Fixed TriggerHurtNotChild always doing 100 damage instead of the correct amount. - Fixed TriggerPlayerForce getting more positive results than it should have been for InterestedInObject on a client.
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