255,104 Commits over 3,990 Days - 2.66cph!
math.Clamp efficiency (#1426)
* Update math.lua
* Update math.lua
* remove extra parenthesis
Add min, max args to Vector/AngleRand (#1428)
* Add min, max args to Vector/AngleRand
function VectorRand( min --[[= -1]], max --[[= 1]] )
function AngleRand( min --[[-90 pitch, -180 yaw/roll]], max --[[= 90 pitch, 180 yaw/roll]] )
Maintains previous behaviour, but the arguments now give forced mins/maxs into math.Rand. This also directly matches the behaviour of RandomVector and RandomAngle in the mathlib.
* Use C operators
* get rid of default arg comments
tweaked horse blend times on controller
better horse movement on stairs
Sensible open sea values
Blending from shore to open sea
Disabled 'dynamic' on weapon VFX Particle System Cull scripts.
added 1st pass horse eating anim, added to animator
Rust/Standard Blend 4-Way temporary
[D11][[#338] Fixed issue with sprinting While wounded
Better lerp client / server time offset (maybe)
[D11][#2167] Fixed issues with been unable to interact with attacment ui
3rd person IK fix on world muzzle vfx.
Updated saddle textures/material
[D11] - Cosmetic tweaks to UI
Plugged wave system params to shore waves
horse gallop update - fixed rear feet issue & looping hair movement
quick selection state range-indicator test
[D11] [UI] Water Catcher now clearly displays when it's full/empty and draws players attention to it's quantity text when player attempts to take from or add to the container.
Include the monument terrain map textures for server builds too
Standard Refraction/Glass Refraction
Battery cell tier 2 materials, textures, prefab, col & gibs
ParticleAdditive, ParticleRefract
[D11][#338] Fixed issue with crouching While wounded wounded. Fixed issue where blueprint buttons would still be registered to Oninventory changed
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Separate options save files for PC/mobile platforms.
[D11] [Audio] Add xbox build dir to ignore list
Damage multiplier values back to normalish
[D11] Merge with latest audio branch
Updated texture streaming settings on a couple of textures
[D11] Re-enabled and moved DTLS ping traffic onto the same thread as all other traffic, to fix PS4 client crash.
Adjusting outer hitbox based on the size of the buffer.
Grabber damage increased 3->4 (to offset the recent ignore armour change). This also fixes the tutorial.
Flipper attack description tweak.
Removing more unused shaders
Set renderQueue value on transparent shaders
Enable copying on server builds cause it loads faster, still unloads monuments after loading
Added contrast sliders to vertex color GB
Just need to finish up...
Trim localization with newlines in tokens