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heavy plate helmet obscures slightly less vision
heavy plate armor has much higher explosive protection
ch47 has higher explosive protection
can buy 40mm buckshot at bandit town
AI takes less damage while mounted
large oil rig broadcast setup
door ai setup on large oil rig
fixed push buttons not working at large oil rig (except for one with fuse)
LIghtEx NRE fix
Reverting - it broke mouse capture.
Fixed OnBecomeActive being called twice even time UI opens (fixed double crime list entries).
higher visibility simple sight
proper zoom level calculations
8x scope zoom reduced from actually being 24x to 16x
4x scope renamed 8x scope as per its actual zoom level
holosight adds accuracy bonus and 2x zoom
knife is actually metal now
FOV clamped from 70-85 (was 60-90)
Working on fixing up the crime log UI
grenade launcher handling sounds to mono
Showing crime UI prison time in game time, to match others
Sorted out issues with duplicate crime detection
fixed pump shotgun attack effects
distant gunshot tails fade out more smoothly
reduced gunshot/explosion tail stereo spread a bit to improve directionality
Modified Rust/Flare shader to work with LightGroupAtTime
Crimes UI now super efficient
grenade launcher third person sound anim events
fixed invisible/too blurry shell casings
disabled casing collision (perf)
muzzle flashes are far more snappy ( visuals + perf )
improved muzzle flash bias
lights with 0 intensity now remove themselves from the active light pool (instead of when destroyed)
Fixed a load of prefab editing bugs, generating collision meshes etc. on prefab save.
adjusted combat knife positioning
m249 skinnable
m49 skinnable
various flamethrower work
combat knife is best flesh harvester
[D11] [Audio] Different mechanism for triggering map zoom fx
[D11] [Audio] Different mechanism for triggering map zoom fx
Buildings not have a good idea what's interior / exterior so that we can set culling for interiors.
scientists have much higher explosive protection
MGL holster/3p attachment offsets
GL holdtype deploy and reload anims
[D11][Tutorial] Fix for Issue #1571, oil barrels were not dropping loot (changed spawn method)
Fixed water system rendering in prefab stage
Fixed misc issues with water system in edit-mode
Big rig FX prefab update.
added combat knife
can sprint and attack with chainsaw and combat knife
protocol++
[d11][Audio] Fixes for FP mix and gunshots. Removed some unused channels from mixer.
[D11] [UI] Inspect panel set up to fetch player stats. Loading and error states set up for inspect screen. TODO: Add random stats hookup.
[D11][UI]loc key for server stats menu
[D11][UI] Altered the top bar for a number of lootpanels. Fixed loc key issue for server stats menu
Decreased effect pool size again
Added a chat bubbles for chat.
[D11][Tutorial] Hooked up debug options in tutorial options
Increased projectile pool size
grenade launcher holdtype setup
holdtype anims
override controller
entity updates ( bounds, parented hand)
world model update ( scale and rotation)
world model prefab setup
DFileBrowser has an example in derma_controls
Added DHorizontalScroller.GetCanvas, ScrollToChild, SetScroll
DPropertySheet tabs can be right clicked to quickly switch between tabs when they overflow DPropertySheet's width
Minor changes to Spawnicon editor - tab icons, performance
Temporarily disabled mesh eviction whilst we look into a CPU skinning crash
restricted rf frequencies