223,525 Commits over 3,684 Days - 2.53cph!
disabled pile of crates that was left visible over burn pile
S2P
fixed static security door shadow proxy mesh transform differing from visual mesh
Added HLOD to NMS scene
S2P
added some HLOD tags to some props, tweak o some props distance culling
Leaderboard backup, run #2401
Diesel engine files update
Quarry Deployable
-Attached the engine to the quarry deployable prefab
-Reformed some parts to align with the engine
-Fixed some flaws in the mesh
-Dilation and texture background average color
-Enabled crunch compression for the textures
Additional client-side visible changes on the heli when in a safe zone
Fixed some of the small monitor UI clipping
Animgraph: Allow state machine to transition at a random time between https://files.facepunch.com/layla/1b2011b1/sbox-dev_Me4oLBw6HB.mp4
Prevent using attack heli guns in safe zones
Missile pods now show damage texture
Attack heli gib behaviour improvement
If UpgradeItem gets destroyed before its tooltip is gone, delete the tooltip
Fixed ItemSelect mouse click bugginess, added keyframe anims when hovering over upgrades
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Split staging into two seperate projects
Rick mode cheat
Fix line of sight test
Perimeter patrol ent & duty work
Fix pesky hang 😩
Refactor ItemToolTip to be created as a child of our game's root panel, not the item panel - fixes all z position bullshittery
Adjust UpgradeItem box-shadow
Use UpgradeItem in ItemSelect
Fix player rendering on restart
added spike head gib
updated blood pool particle
Updated zombie death effect + added test blob particle
Adjusted emerge particle
adjusted explosion particle
Re-added scrolling to player tooltip's upgrades list
Added player avatar to player tooltip, redesigned to be inline
Remove unused prefab on AH
Remove unused cannon turret prefab
Prevent permanently modifying the base attack heli compass material while using gunner view (Version Control Hates Him)
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Clamp gunner input angles again on the server side
Use UpgradeItem component in DeathScreen
MaxVisClusters 1024 -> 4096 this should be better for large maps
ShaderGraph: Sort recent files in reverse, so newest floats to the top of list
added blink effects and sounds (pretty bad ones)
RefreshGunState fix double-up
NV Scientist secondary light additions.
Minor related mat tweaks.
Added a connecting room between the airlock and admin office to make the level a bit less linear
Made an attempt at fixing terrain violation near the exit
Fixed NVScientist mask emissive not being like in the cinematic branch.
Optimized some texture sizes and params.
Updata protos with default TOD value for backwards compatibility
Updata protos with default TOD value for backwards compatibility