251,327 Commits over 3,959 Days - 2.65cph!
Added some sanity checks when opening files
Added Lua string pool for C++->lua gamemode/ent/swep/panel hook names
Caught an NRE in BehaviourChain
Gating grass graphics option toggle
Save graphics preset + quality level in player prefs
Fixed a bunch of issues with the option UI
Fixed water GraphicsOption not working
Added GraphicsOption.Grass
Fixed PrefabInstantiate culling itself in standalone builds (I think)
Fixed invisible static bushes
- Added shoulder slots to PlayerShipModels
- Rebuilt playership prefab
Automated Linux DS Build #198
- BreakApart script can now specify if the order should be random or not, and the order is now correct
Automated Windows Build #198
Automated Linux Build #198
Disabled host_thread_mode ConVar - it always crashes when set
AvatarImage elements no longer leak memory
- Playership prefab rebuild
- Fixed the ghosting effect on muzzle flashes
Explicitly stop AudioSource playback when disabling a Sound (FMOD error fix)
Lowered Unit+Morale.TickMorale tick drain rate
PerceivedUnitData IsPercieved bool to aid in threat tick gating
- Playership prefab merge/rebuild
Break BC if entity from BCD is nulled
Client side tree meshes are now managed by the tree entity (fixes occasional invisible trees)
Custom billboards mesh with pivot at the bottom, fade out clouds atlas texture, TOD tweaks
Cowboy - updated smash, body & stretch, serve walk source ( now travels further)
Cowboy - updated smash, added body & stretch
updated serve walks ( now travels further)
Added Vsync toggle in options
re-imported koinobori and cleaned up animation and prefabs. added new test court walls, sand and wooden elements. tweaked lighting, working on combining elements
massively reduced test_court_sand tri count. added new wooden platforms and pillars. reduced test_court_walls tricount and repositioned. re-exported koinobori
Unlocked stuff editor only
Automated Linux DS Build #197
- Massive merge to new branch
Automated Windows Build #197
Added convars for all the different places pooling is used in
Disabled sound prefab pooling by default (all the others remain enabled)
Automated Linux Build #197
Added game.MountGMA()
Error models get reloaded after calling game.MountGMA
FCVAR_LUA_CLIENT/FCVAR_LUA_SERVER now act more like other flags
Added sv_hibernate_think & sv_hibernate_drop_bots ConVars
Added keyboard overlay
Fixed keyboard controls
- Launcher and trigger stuff