249,482 Commits over 3,959 Days - 2.63cph!
Fixed removeowner talking about moderators
Fixed clothing not showing when player first enters pvs
Added an overlay bleeding test normal map.
Screenshots location fix
Log colours
Extra Logging
* Blocked one more malicous command ( Thanks Ley )
* Fixed FireBullets and Trace functions not erroring when not passed a table
* Added experimental version of Vehicle.SetVehicleParams( table )
* Fixed a problem or two with Vehicle.GetVehicleParams()
* GitSync
Increased Savas silo loot respawn rate.
Fixed buildings not dropping gibs
Fixed barrels spawning on top of each other. Removed _dm Savas version completely. (for now, it was never properly playable)
FOR FUCK SAKE wip wall interior model / tweak texture compression
Increased loot spawn rate on Savas.
Missing loot asset file. Savas cliff topology. (No floating trees and bushes)
reduce the idle gesture frequency.
F4 = screenshot (saves one with hud and one without)
F9 = big screenshot (5x the size of normal screenshot but water and ssao doesn't render)
Added graphics.dof_aper, graphics.dof_blur
Tweaked eye materials
Slightly less overwhelming bush spawns on Savas. Added a new food crate loot type. Turned one Savas compound into a food town. Built manifest.
BehaviourGroup invite tweaks
SavasIsland isn't missing half the decor spawns anymore.
Touching ocean shader; because unity
Hapis has topomaps for barrel spawnage again.
Train crane greybox model
Bunch of missing files
Bunch of fixes to make powerplant playable troughout
Powerplant level ladders
If spectating in first person use player eye angles
Fixed 3rd person spectator offset
In eye view for specator uses correct eye bone
Smoothed dev camera, automatically hides HUD and draws local player, jump slows down cam movement
camlerp convar alters lerp for dev camera
Keypad plus and minus change quality level, multiply toggles HUD
Coldbreath only shows when players are close enough to see it
Attempt to make SavasIsland playable
Simplified amplify color shaders; removed keywords
Cleaned up obsolete keywords from some materials; lots of ghost keywords
Updated material keyword cleanup tool
Removed direct light (sun/moon) specular highlights from water to play nice with TOD's reflection probes
Fixed some reconnection bugs and bugs with persistence.
BehaviourGroup execution testing
Added new quarry stone mesh particle.
fixing some missing data refs
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Fixed attachment points on pump shotgun + thompson
Client disconnect error fix
- Moved control of enemy pack spawn count to the SpawnLocation component where it should have been all along, so enemy pack size can be controller per level instead of per-pack.