147,492 Commits over 4,444 Days - 1.38cph!
Disable BRP AO when using RRP
Compile errors fixes
Move temporal variables to SSAOApply step only
Move RenderPassEvent to after motion vectors to fix temporal filtering
setup BC controller bone retargeting on some assets for proper alignment with playermodel states
cleaned up alignment with player states so that we're not using arbitrary axes, relies on proper bone retargeting of the BC controller
Change default ADS sensitivity multiplier to 0.2
Potential fix for nav error logged during root motion
Use the new UnsafePass API for the motion vector pass
Gamepad works again.
More debug updates.
monumment blocker - vent -- merging gib parts back with main mesh
Merge from new_navmesh_fixes, fix wrong marshalling of bool from C++ to csharp, potentially causing navmesh methods to return true instead of false when they fail, fix agent re-warping to the navmesh in worldspace instead of navmesh space after being re-enabled
cobalt mosaic projected decal, material
Make sure C++ returned bool are marshalled correctly to csharp (1 byte to 4byte int), could cause very hard to track issues
More fixes.
Some debug commands.
Cobalt Statue - Moved prefab to the structures subfolder
apartment_complex_core prefab set dressing progress
More fixes to use new input system.
added satellite crate mesh (with lods and gibs mesh)
merge from friendlist_contextmenu_fix
merge from consoleinput_mask_fix
Fixed console input field text vanishing after pasting a long string, was a TMP bug I didnt port over after the package update
Fix oxygen ui flickering on/off
- Add a fridge to supermarket which periodically respawns food and can be opened if there is an online powergrid. Using existing fridge asset for now
- Add servervars 'respawnloot_lookingat', 'respawnloot_radius' and 'respawnloot_all' to respawn loot in loot containers
- Add ILootContainer interface so the lootable fridge can also be treated as a loot container
- S2P supermarket, add gas station to maintained monuments test map
Clean: refactor various player server states into one big struct
Allows us to shrink func signatures and automate state propagation when we add new arrays. Only cleaned up bare minimum of funcs to get things working, need to do more
Tests: ran all relevant-ish unit tests (discovered TestOverlapOBBsConsistency is failing, will fix separately), played on craggy
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stats_blurry_clock_fix -> main
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Fixed friend list context menu ordering issue
Merge from apartment_complex_monument
merge from wallpaper_boats_fix
Fixed not being able to place wallpaper on finished boats
Glowing wallpapers sitem setup, skins list, manifest, localization. WIP neon carpet textures, material, skin asset.
merge from computerstation_uiscale
Fixed escape not closing the console when mounted to a computer station
Computer station UI is now scaled by the UI scale convar
merge from vending_purchase_clamping_fix
Another vending machine clamping consistency fix
merge from paintingui_fixes
Fixed painting mode not switching back to brush after picking a color at low FPS