200,995 Commits over 4,171 Days - 2.01cph!
Fixed DLC names not being translated in the inventory screen
Setup more anims:
Viewmodel specific: manualcycle, dryfire, throw, use_self, use_other, use_other_wounded
PlayModel specific: drop_item, pickup_item, drink, victory, wave
Add toast error messages when unable to pickup items
Split out logic into different boiolean methods for checking whether we should display the pickup option and whether the item can be handed over. Sometimes we don't want to show the option at all, sometimes we want the option to pickup but then know why we can't via toast
Several items now have the option to pickup and will then display a toast message on failing, where they did not have the option to pickup before (and you wouldn't know why)
Made some small changes to WaterPurifier code to make some of what it's doing a bit clearer
optimize flashlight beams, implement custom update runner.
Farm dressing exploration WIP
Quiet the bind command when assigning gesture from the gesture menu
Only allow camera movement when the input field is not in focus
Wrote SIMD distance culling code for ARM64/Neon as well as a scalar variant that vectorises well for SSE2/SSE4.
Wrote SIMD distance culling code for ARM64/Neon as well as a scalar variant that vectorises well for SSE2/SSE4.
fix cloud movement in timescaled demo
Persist SyncVar arguments from within components
merge from fix_newmenu_inventory_threadsafe
import settings on bulb models
Add CCTV-helper Admin Convars
SyncVars can now be used in EntityComponents
removed third material from bulbs
Update: BasePlayer.NetworkPositionTick now uses batched server occlusion
Tests: 2p session on Craggy with UsePlayerUpdateJobs 0 and 2. Saw a bug on disconnect, will fix next.
Switch SteamInventoryRecipeIndex & UI_SteamInventoryCrafting to iterate over steam inventory items on the main thread (budgetted) instead of on background thread as it causes race condition
Add generic method to iterate over a list with a set budget
Added container shells for farm area + LODs
Update: moving occlusion notification logic to it's own utility func
Realized I'll need it for the task-enabled SendNetworkPositions
Tests: none, trivial change
Merge from fogmethod1:
- Use old weather chance odds.
- Fixed fog having a wind value.
- Fixed overcast & rainheavy having too high a wind value.
- Slightly cooled the jungle haze color.
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Toned jungle yellowing (anti-blue) down 4%
Fixed an issue that was preventing spatial env volumes from rendering and prevented rendering to reflection probes in the new render pass wrapper
Fixed foggy weather having wind.
Update: change OcclusionLineOfSight interface to use (int, int) instead if deconstructed pairs
- Also fixed invalid allocator use for a native list - TempJob was wastefull
In the middle of writing SendNetworkPositions, and realized previous interface could be error prone
Tests: none, trivial change
Added a check to avoid creating a zero length compute buffer when rendering the spatial environment volumes
merge back fix for static field code gen.
Wait for a domain reload before generating code to make sure all fields are reset.
update to pilot rig cinematic
Updating deploy anim to fix shoulder issues
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session_text_fix -> new_menu2
Prevent header image from stretching in the session page
Ensure server title and logo changes properly on the session page
switched to just use cutout texture on bulbs
Update: starting work on batched BasePlayer.NetworkPositionTick
Doesn't do any batching/tasks yet, just preliminary clean of non-player logic. Goal is to batch underlying server occlusion
Tests: 2p session on craggy with UsePlayerUpdateJobs 2
Fixing cinematic pilot suit skinning
merge from ambient_lighting_fixes
server_image_size_fix -> new_menu2
Ensure Server Image retains aspect ratio a bit better (no more cover fill) - should prevent parts of server images from being cut off or obscured
Added a wrapper to the SpatialEnvironmentVolumePass to make it work with both BiRP and RRP