250,306 Commits over 3,959 Days - 2.63cph!
More terrain splat impacts.
More voluptuous shading on other new impact debris in general.
Strip client root on water purifier
Fix device error icon not being centered
Add prevent building volume, not in water and angle sockets to powered water purifier
Remove workaround for keyboard avoiding view - fixes hang when switching between landscape and portrait
Fix oversized header image when using the fallback image
Added support for 32-bit float wave files
Fixed some cases where assets weren't loaded in the editor
Change chassis protection to simple Immortal, delete "ImmortalExceptDecay"
Merge from Vehicles -> MakeVehiclesDestroyable
water pump sounds
water purifier sounds
water switch & pump sounds
heater sounds
Even more terrain splat impacts.
Fixed heater placement on metal walls
Fixed heater been destroyed when upgrading walls (metal)
Fixed heater R/W gib errors
Fixed small looting gap at Power plant puzzle
Cleaning up asset path discovery
fixed ch47 not dropping crates on land
smoke grenade available at compound once again
fixed being able to loot airdrop crates with minicopter
point_teleport - Added the episodic "tp into crouch" spawnflag, Added TeleportEntity & TeleportToCurrentPos inputs from GO branch
All of the above is added to the Hammer Editor as well
Electric heater
SendNetworkUpdate_Flags now triggers EntityFlag_Toggle serverside
protocol++
Occlusion culling improvements
Trigger requests and display the response in a test modal
Swap buffers without fading or flickering
Cleaner and more robust request loop implementation
Componentizing
Update protos
Much better ticking
Render from a list, add some styling
Fix ticking getting stuck
Fix some styling issues
New placeholder image, revert to placeholder image if there's any error
New placeholder image, revert to placeholder image if there's any error
Global AssetBundle refactor
Debug stuff for GetColorForSurface
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Working towards loading assets only from bundles
Stage resources now loaded from AssetBundles, handling unloading
Fixed some AssetBundles being unloaded / reloaded unnecessarily
Rebaked old ice sheet models to fix normal map errors
Polished old ice sheet meshes and prefabs
Updated iceberg prefabs
Material and texture tweaks
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fixed missing backface on piano gib
BulletPattern now implements IPropertyContainer
Aspect Ratio header image and updatemockdata
[D11] Textures used for the world setup are place into a separate asset bundle: shared/worldsetup.bundle, which is unloaded on the server once the map generation is complete. + AssetFiddler
Weighting players for some better reliability