249,048 Commits over 3,959 Days - 2.62cph!
FOR FUCK SAKE force update on deleted and moved asset
finished the viewmodel animations for the 2handed sword.
Fixed entity network cache not getting invalidated on transform change
Added Machine EntityComponent and settings, MachineFunction WIP.
Minor refactoring and clenaup fof Entity and derived classes, moving functionality around. Cleaned up Action a bit
Adjusted the "unreasonable position/angle" thing,
Fixed missing shoreline wetness in non-pvt terrain shader path; also fixes flashing in low shader LOD
BiomeMaterial lib/object/settings tweaks, game runs again.
Biom mat library tweaks, and view management fixes. Nuked trees so I can merge from Peturs branch cleanly
Updated standard terrain shader for blend masking; added two props for control: blend factor and fallof
Removed unnecessary standard shader UI clutter (unused)
Updated Terrain material asset
rigged up and started animating the viewmodel for a 2handed sword
Added EntityView base class
Before Editor: Improvements to view creation and management (better prefab creation, storing of asset paths etc)
Added PVT toggle back to UI Tweaks on Performance section; default off until I figure out the anomaly
Merge from Mr Tree's Wild Ride
Paintover island mesh test thing
Updates to Elvis & TENN-15 rig
Fixed explosives not damaging deployables
all explosions use line of sight now
Alternative deployable volume check that prefers minor clipping over additional padding
Quadautom materials changes.
Quadautoms materials, textures and placeholder meshes.
Quadautom's source files.
added new lighting changes to cloud city. Tweaked skybox and skybox animation. Added forcefield dome with clipping.; Added new wind gusts.
Fixed F2 menu UI elements ignoring convar changes made via console
Removed "Max Decals" setting from the F2 menu (unused)
Changed serverside player collider to the same capsule local player movement uses
Fixed that deployables would block building block placement
Fixed that deployables required a default distance of 1 between each other (now 0.5 again)
Fixed foundation step and triangle foundation placement verification being fucked
Added more detailed deploy volumes to a lot of deployables
Network++
Better (flatter) vertex shading on leafboards.
tweaked the position of the worldmodels for some of the melee weapons
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Cleanup. Billboard tint stuff.