201,107 Commits over 4,171 Days - 2.01cph!
Improvised walkways progress
cleanup to try and find the bug
Hide ddraw when the main menu is opened
merge from fetchDLCprice_error_fix
merge from storesearch_fix
merge from rustbutton_nre_fix
Add damageFX for minicopter
merge from store_pilotpack_fix
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Replace twitch rivals old header with new generic header
Extra safety with JSON file handling. Nuke it if it looks funny.
Try run normally without blocking menu startup even if its corrupt.
Fixed missing media in store pilot showcase
merge from scene_warmup_fixes
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merge from connect_modal_nre
merge from pilotpack_storepage
merge from skinviewerquality_fix
merghe from christmaslights_fix
merge from skinviewer_connect_fix
merge from connect_modal_dont_cache
Prevent connect modal from ocassionally throwing an NRE
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Bugfix: Parallel Occlusion marks entity snapshots as out of order
Since we can send them from muiltiple threads, they are unordered - this would cause a client disconnect previously. Not anymore
Tests: none yet, need to try validating with server demos
Set the new map on the RHIB to use the same shader and basic setup as map views in the server browser
Update: Escape hatch for Server sending entity messages out of order
- Client skips ordering validation based on message contents
Needed for the parallel server occlusion, useful for other places
Tests: local SERVER+CLIENT session, though no code uses this yet
edited chainsaw anim.controller and added strike to chainsaw effects folder
Use a single shared 200 x 200 texture to keep costs down
Show the real ingame map on a RHIB screen
Simplify SwapCamera. Removed an orbit camera lock position. Reordered orbit camera lock positions to go to the player first
Clean: removing dead param from SendAsSnapshot
I need the param for different logic, and it's been lost in the sauce since 2015.
Tests: editor compiles
Updated fluorescent light icons
Updated water bottle, bota, basket and syringe override controller and entity
Added missing editor scene view check to the Combine and ClearRenderTarget passes within the DeferredIndirectLightingPass
Only update the ceiling fluorescent light cables when the light has been recently damaged
CeilingLight code cleanup
Animate the throttle level on the new RHIB
Support reverse
Fixed game view indirect lighting when in prefab mode
Fixed ceiling fluorescent light collision issues
Added pipeline textures that get set during the Setup pass. This makes Deferred Indirect Lighting work correctly in the new render pipeline
Hanging fluorescent light setup
Added TransformLineRenderer for the cables