200,907 Commits over 4,171 Days - 2.01cph!
Update bass.dll to the unreleased version again, but this time don't try to play missing files
Added a new difficulty level, Beginner. (easier than easy).
Added beginner to difficulty select on practice mode UI.
First career mode match is now beginner difficulty.
[D11] Slow down weapon deploy slightly on client
Add Simple_Arena, Simple_Crowd, and Simple_Unit
DynamicLight now as a second parameter to allocate ELights when set to true
The above is automaitcally used for Sandbox Light tool.
Gone through the rest of the props
Try probing SteamUser() global when get-SteamUser() doesn't exist
Scene LOD proof of concept
Inventory cleanup
Options fixes
tweak, use global normal when creating the up vector
Added a routine for generating props and throwing them into subscene. Also set up proper lods on trees.
Added prototype cliff shader and test scene
Fixed UI/Colourize shader not obeying rect mask
[D11] [Audio] Checking in WIP.. Path to PS4 side is not longer silent but audio is distorted.
Added VirtualScroller
ServerBrowser lists use VirtualScroller (saves ~12,000 objects)
Bring back bits of Dynamic Decals that we were still using
[D11] [UI] Removed final animator components and fixed continuous animations on UI elements in all frontend and in-game screens. Added additional debug text for filtering between UI and Game animators.
[D11] Fixes to the GameTip HUD element
Deleted UIInRangeIndicator after trying to debug it and finding it's not actually used any more
[D11] [TUTORIAL] Fix for SerializeField enum being hidden behind define
Don't arrest if you're dead (0HP). Should stop "ghost cops" arresting people
Add my CharacterHealth damage before init check back, just in case (trying to solve ghost cops)
- Added map icons for corp drug dealers.
- Refactored most map icons to use the same base prefab and a simple AddIcon method in Map.cs. Especially useful for classes that need a map icon where prefabs can't be assigned.
[D11] [UI] AnimationDebug defines fixed for SERVER and now only enabled if defined as such.
[D11] [UI] Removed old animator loading icons from screens, added new prefab loading icon and added logic to disable loading icon when not needed to prevent animation from playing. Removed animator from selected item and changed logic to directly influence the canvas group (seemed to just be setting the alpha to 0 or 1 in the animator anyway, along with some minor scale tweaks that seem unnecessary.
[D11][UI] Integrated stand alone skin picker into repair bench ui. Added important navigation action highlight. Finished off work on skin picker ui
[D11] DTLS network API DemoPeer stuff hooked-up.
[D11] [UI] Fixed slow call to FindObjectOfType. Added reference to look at tooltip in UIHUD singleton. Fixed AutoSave sprite sheet animation restarting too quickly.
Fixed freeze when opening map
"Simplified" the triplanar texturing for tiles
Python fixes.
Testscene backup.
Semiauto, revolver, python vfx & positioning improvs.
Python & semiauto pistol barrel position improvs.
Nailgun & M92 vfx.
M92 barrel attachments don't clip into the slide.
Backup
Muzzleflash Light EX is its own prefab for easy tweaking.
rebuilt all building prefabs with lods, ushaped stairs mirror has collision bug right now, need to add wall_door_half and wall_quarter too
Hijack Hidden/CubeBlur to try and fix reflection probes
Strip logo stuff (unused) from Simple_Tile, fix shader swaps so player color shows up on tiles again
[D11] [Audio] PS4 Stereo Voice Chat WIP