115,319 Commits over 3,959 Days - 1.21cph!
removing reflection component from triangle floor frames
[D11] Shadow cascades: 4 -> 2. Max shadow requests = 2. Changing the distance split to 75m.
Fixed gap produced by sheet metal roof side pieces
[D11] Fix for 4263 (xbox bootup voicechat crash)
[D11] [UI] Potential fix for Stall when look-at tooltips loaded during runtime.
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better looking stone walls gibs
Updated triangle grill and hatch irons
merge from building_blocks_2020
Improved sheet metal corners visuals
Fixed a number of edge case inside terrain AH false positives at cave_large_sewers_hard
S2P cave_large_sewers_hard
merge from attachment_fix
Fixed long standing placement issue with picture frames on all tiers of construction
Fixed door barricade deployables UVs
Fixed monuments covers UVs (and gibs) updated baked lods
more better quality gibs (metal/armored floors)
[d11] Mistakingly checked in with the equipment. Its not strictly correct ( would awlays return 0 for the initial lod )
lighting fix attempt - import options pass
Change tire FX culling mode from Pause & Catch Up to Automatic. Seems to fix visual glitches when looking away and back.
temp fix to preload sound templates
Merge from vehicles -> vehicles/push
ensure client prefab is loaded before trying to access it
Give Mount action a higher priority than Open
Use lerp instead of movetowards for steering wheel visuals, so we move faster when we're farther from target pos
removing more unused animation controller from the modules
Reduce STEER_LERP_SPEED for smoother steering wheel lerp
Fix map image rendering for hapis and some other custom maps
Unified nested attack and collision VFX prefabs into a master folder for ease of iteration.
Various effect & material tweakeroos
Merge physics fixes -> Vehicles, including the return to Discrete collision detection
Return to Discrete collision detection for cars. This will bring back getting stuck in thin objects when hitting them at speed, but cures the bug where vehicles hit anything at speed and suddenly go into slow-motion-floating for a while. Was caused by a combination of Continuous collisions and the server's relatively low-frequency timestep.
Test for building privilege using steamID instead of the player (because the player might not exist when using the app)
Tweaked ultrawide handling to straighten out ironsights
Added a pure compound-collider rigidbody with no additional objects or scripts that can be pushed with keyboard input
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Modify push to always act in a way that most reproduces the physics bug
Applied shelved dung changes, with some tweaks.
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New blood & water effects
Even more effects file cleanups & naming consistency improvs.
[D11] [UI] Whats New Web Request Implementation and added translations.
[D11] Fix for being able to fire off remaining rounds from old mag just after completing the reload animation