240,887 Commits over 3,867 Days - 2.60cph!
Vehicle editing UI and vehicle lift changes, WIP
added analog stick deadzones to options
Fixed console system code generator
Can now spawn chassis with appropriate resources
Refactored IK controls into a new component (removes a lot of unneeded fields on held instruments)
When equipping an instrument, reset all bone scales above spine2 to 1
Fixed deploy mesh disabled on Bass guitar
Switched to LODGroups on: Tuba, Bass, Jerry Can Guitar, Cowbell, Tambourine and Trumpet
Scene backup & mats
Lowered SSR depth buffer thickness because it was creating some stretchy glitches
Fixed drumkit player animator override missing some animations and defaulting to trumpet poses
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Added replay version info prompt
Increased bone influences to 4 per vertex in all quality modes but potato
Fixed graphics quality slider range
AND, OR, Simple & Timer switch point light render distance lowered to 10 units
Same as before on a few more mats
The OR switch runs a realistic amount of lights at edit time, instead of all of them on top of each other
Reverted puzzle box materials to HDRP/Lit
Skins/bodygroups for dupe icons
Fixed dupe icons not showing skins and bodygroups.
Remove debug, enable map markers again, split hub into multiple files
Added ENT_ANIM.GetShadowCastDirection hook
[D11] Fix for disabled objects entering the prefab pool and never becoming enabled again
Fixed _unitSpawnCounts divergence
Fixed warning spam when performing replay diagnostics
Stop validation mode when paused
HEV option for utilities menu
cl_enable_loadingurl checkbox
Also moved cvar to c++ side because it wouldn't save otherwise
DTVar on client stuff
HEV suit checkbox in spawnmenu
A checkbox for cl_enable_loadingurl in Options menu
[D11] fix for both cameras being enabled.
Fixed horse ragdoll not displaying armour properly
[D11] + structures\Junkyard Converted LOD Group and adjusted LOD's
Military tunnel scene recovery & prep.
Barbed wires use HDRP Lit instead of custom shader. (fog compatibility)
Convert unix timestamps to Date instances, add SteamAvatar component, show online teammates on the hub
[D11] Nature/Driftwood + Nature/Ice LODs
Entity shadows continue to update even when the entity is "asleep" while the shadow is being lerped
Added Entity.UpdateShadow() clientside function
[D11] + structures\building_allowed_guide\models LOD's created
[D11] temporarily switch wire shader to avoid NaNs in framebuffer, still needs a proper HDRP friendly wire shader doing.
cherry pick chat popup fix
Animal skeletons / ragdoll setup
Icesheets LOD upto LOD3 with vertex colours on final LOD mesh