127,357 Commits over 4,201 Days - 1.26cph!
Remove debug log
Fixed tooltips staying on if the underlying UI element was pooled while the tooltip was active
Merge from report_npc_fix
UI canvas changes, to include it in the post-processing
Don't pass NPC's in range along with reports
Enabled Petur's post-processing on the homing launcher camera
Added zoom to homing launcher ADS, at 2x
Merge from tc_layout_update
Removed homing launcher ADS sound
Fixed multiple deploy sounds if multi-clicking while ADSing with homing launcher
Convert brutalist prefabs
Add editor tool to convert brutalist only to instancing
Updated train tunnel entrance terrain check
Train tunnel entrance icon
Tweaked entrance mound heightmap to get rid of the gaps
Extended the lip around the mesh to help with hiding gaps
Tweaked the blend map to generate flat terrain in front of the entrance
EmitSound precaches the sound when ran in multiplayer serverside
Added NPC:Set/GetViewOffset
merge from /main/standard-refraction
merge from building_skins_3/building_skins_4
Fixed brutalist still using HQM instead of stone
Simplified & fixed FOV calculations for world clicker panels
Call GM:EntityRemoved for full update removes, but with an extra arg
Fixed shader and script compile errors
Particle soft fade modulation test for Petur (6point shader)
Fixed missing rail connections to tunnel entrance after
87807
TerrainPlacement supports being on a child object with a positon / rotation offset
Train tunnel rail entrance terrain setup
merge from uv123-tangent-basis-fix
Brutalist skin now Stone replacement
Fixed several gibs r/w issues
merge from /building_skins_3/building_skins_4
Fixed NaN and Infinity in some cases due to undefined/zeroed params
Fixed dof_deckard convar logic
Matched deckard sensor size list to our existing sensor list
Corrected a few sensor sizes in ConVar.Client.CameraSensorSize
merged from terrain-shader-fix
merge from building_skins_3/building_skins_4
merge from tc_layout_update
Only allow players to place walls at the correct rotation, no soft side facing out
Split the build base objective into two parts, building the foundations and then building the walls
This allows an extra modal UI to explain softsides
Add a specific mount stage to the final mission
Fixed modular cars not being pushed by explosion force if hit in a way where only the module(s) took damage, and not the base chassis. Reduced overall car explosion force to compensate for the fix.
Switched my inventory loadout back to standard rocket launcher
Harvest pings can now be changed per objective so different resources can have their own pings
Swap craft bow and craft bandages objective
Heal objective now just requires the player to use a bandage
Added VarUInt read & write methods because protobuf serializes strings different than NetRead & NetWrite does
Ensure stream position is correctly offset when writing strings & variable length int