137,632 Commits over 4,474 Days - 1.28cph!
Soundwaves
Nixed fresnel from the emissive for aliasing purposes.
Delete unused details panel
Merge from satellite_crash
Default require_powerplant to true.
Stays false in editor for easier satellite testing.
Merge from satellite_crash
Finally fixed the mounting-backwards bug. That took longer than it should have.
Adjusted powerline pole ladder collider to be able to climb it from any sides
Updated side wire colliders to use GameTrace so players can climb through but shoot it
Disable ladder collider if powerline pole does not have an IO box, no more require looking at the collider when climbing
darts polish & fixes
- fix scoring not calculating properly
- integrate effects from petur: dart puff, bullseye hit, win game
- change default accuracy velocity threshold 0.03 -> 0.05
- fix winning game adding another score line at the end
merge from sculptures/lods
refactored out persistent vertices/indices in the generator for TempJob allocated lists, virtually free and allows parallel LOD marches
- Make appearance and animation windows movable (mostly refactoring to make all utk rust windows movable)
- Create keyframes for current zoom/focal length when placing dolly cameras.
- Fix NRE from cloning players
- Fix not being able to use convars directly in demoui2, no longer prioritizing the options menu.
- Maybe fix the dlaa/dlss crash, needs more testing
initial LOD setup - using box sampling at mip levels to generate meshes from the same data using smaller grids, only generating 2 lods because it turns to nothing after that many. Can get tri count in the region of 9k->2k->0.2k
Fix triangle planters not snapping to triangle floors
testlist
Bar Wallpaper - updated textures and icon
merge from HAB_armour_health_fix
Fixed placement of wooden barricade and barbed wooden barricade.
Raised notInSphere checks that were preventing placement. Tightened bounds setup so the tests still pass. Tested placement on terrain and construction in editor
Made corridor stop transition pieces wider to account for train stations of different widths
merge from fix_cliff_gaps
Applied a similar fix as
158818 to cliff_tall_slope_r_[a-b] prefabs to prevent holes in terrain at the corners of the cliff
Tightened anchor setup on cliff_hills_large_c
updated dartboard texture so that no. 16 is more clearly visible
fixed rotation of the pooltable balls so numbers are facing up by default
Possible fix for sfx error when entering network range of dome
update to pooltable and textures. flattened cloth so its not visually confusing. rebaked pooltable and updated textures
Merge from satellite_crash
Remove the fuel text placeholder
Fixed HAB with armour not calculating correct max health on the server after server restart due to spawn ordering - now explicitly rebuilding max health from children on PostServerLoad()
Update dart offset in viewmodel and event on throw animation
Double the speed of navmesh generation, fix some loading saves not working, fix some navmesh tiles missing, add logs to troubleshoot OOM issue
Add build artefacts for all platforms
Remove debug.break left by accident
Remove the rotation on descent
jukebox
- glowy lighting turns off and on when power is supplied
- tweaked material emit values
- prefab updated
jukebox
- added a warm glowy lighting effect
- updated model with second uvchannel
- updated textures
- updated materials
Update: try using CoreCLR's ConcurrentQueueSegment as a Pool implementation
Leaks a bit in busy MT perf tests, but breaks down at 32 threads (can leak up to 50% of the buffer). Not good enough on it's own
Tests: ran perf and unit tests