115,252 Commits over 3,959 Days - 1.21cph!
[D11] Added "quitdemo" command
[D11][UI] Allow access to skin store and create server screen in beta builds with command line -allowOnline
[D11] Chromatic aberration strength dropped
[D11][UI] Disabled Inventory player preview animations Change so that FrontendSFX will play not spawn sound effects. And Moved player preview to reduce memory footprint. Cache top right icons
[D11][UI][#4054] Increased size of map tooltips. [#4024] Fixed issues with send feedback popup and popup look
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[D11] Changing the lumens on various lighting effects to increase brightness
[D11] - detail map size reductions
[D11] Tweaked material falloffs on terrain for a more natural look.
[D11] Fix to bug 4142 - Impact Textures wrap around thrown weapons. Removed ability for thrown weapon materials to receive decals.
[D11] latest ragdoll fixes
[D11] latest ragdoll fixes
Ramp conditional model fixes
Ramp socket revamp for more reliable placement
Ramp conditional model script fixes
updated vehicle dashboard, adding low fuel light
Compound S2P
Added vehicles & vehicles 2 vendors to compound
Setup sell orders and costs
Prices are temporary ready for public testing
Jump effects for new splats and water
Building block plywood textures (out of atlas)
Renaming/Moving models for clarity
[D11][#4094] Restoring the multiplier for the sky volume. This adjusts the overall exposure depending on the hour of the day and makes the object contours more recognizable during the night.
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[D11] - Turned off double sided on player hair materials
Smart switch and Alarm craftable
Smart switch and Alarm researchable
Smart switch and Alarm crafting costs
Revert item splitting changes, introduced some regressions
Added compound vendor Extra2 prefab
S2P compound
Compound now sells smart switch and alarm
[D11][UI][#4071] Fix for server list scrolling infinitely and other frontend bugs [#4107] fix for high latency displaying at all times [#4103] Moved crafting vital notice
Fixed water catcher large and small LODs 2, 3 and cull the same distance
Add a damage script to the repel force trigger, just in case anyone still gets stuck inside a car
[D11] Changes to explosion effects to increase performance
Several fixes for TriggerPlayerForce. Selects which items to deal with more correctly, and applies some upward force which helps get players out of the way.
Wall corner conditional model scripts support wall.half, wall.low, wall.doorway and wall.window
Added conditional corner scripts and links from wall block to wall.half/wall.low/wall.doorway/wall.window blocks
Tweaked last fix to remove doubling up of stack size check
Fixed overflow items being discarded in a move if the max stack size of the container is less than the max stack size of the item
- Fixed TriggerHurtNotChild always doing 100 damage instead of the correct amount. - Fixed TriggerPlayerForce getting more positive results than it should have been for InterestedInObject on a client.
Removed some unused Animator components from car chassis
Fixed axle aim transforms getting twisted when a car is flipped
Revert the previous change in TriggerBase since it can remove entities during the loop
Tentative removal of ToArray calls on TriggerBase and TriggerPlayerForce (performance/garbage)
Bump network protocol for open vehicles testing
adding vehicle damage textures