250,286 Commits over 3,959 Days - 2.63cph!
Slight increase to top speed calc
[D11][#4118] Building plan outline no longer goes invisible underwater
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[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
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Fixed effects.BeamRingPoint having its blue and green color channels swapped
iPad styling news, devices
[D11] - Tweaked HOT screen effect
Editing mass and performance
Cars still having trouble with steep hills, so further increase power and grip. Removing burnout modifier as it reduced grip at low speed, which although it looks cool, is really the opposite of what we need.
Some manifest prefab changes
Trees are now affected by hurt volumes on cars, supports running into trees to destroy them
Moved vehicle pushing logic to BaseVehicle
Kept specific push logic between cars/boats in overrides to preserve custom logic
Added vehicle push logic to the minicopter
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Merge from Main -> Vehicles
Collision/interaction fixes for 1module_cockpit_with_engine
Disable pointer events on bottom gradient
Avoid switching components so we can try to preserve state on orientation change
Remove tap to show chat time because we hide redundant timestamps and they aren't so big anyway
Revert triggerparent base entity change as unfortunately it wasn't the fix we hoped
Fix spacing so everything works properly in portrait, landscape, and the modal
Converted the IO entity editor to a Editor Tool (Access by pressing the tools button in the top left of the editor near the position/rotate/scale buttons)
Added example level
Load example level by default
Placeholder facepunch branding in the settings menu