200,001 Commits over 4,140 Days - 2.01cph!
Automated Linux Build #419
Automated Windows Build #419
Automated Linux DS Build #419
Ghost entry now stores the time
MissionGhost now tracks best time
made some code changes to allow the LR300 to hide the ironsights when a holosight / scope is attached
fix for run using the wrong speed and added some new sabertooth movement anims
Temp UI for ghost mission
Fixed missing building block placeholder mesh on pooled building blocks
Clamped ghost playback rate
Flipped numpad camera X input axis to match gamepad controls
Skill levels now use Definitions
Refactored a bunch of data editor stuff for no good reason but hey it's nicer code. Go me.
Ghost mission now spawns a ghost truck instead of a cube
Ghost truck placeholder material
added collision to side and rear of jump ramps
Updated the speed traps to have time limit
Added jump and temp stunts
Upgrade panels now black out when they're fully upgraded
Added maxreceivetime convars for pool testing
Load balanced destruction of all client side combat entities
Optimized entity realm list access on both client and server (FindInGroup + GetEnumerator)
updates to player preview source anims
Updated lighting prefab for monument scenes with latest camera / skydome
Savas:
Loot chests are not empty half the time.
Added all weapon augments to the loot tables.
Loot shacks are done gazing at the sky.
Added double barrel shotgun and M249 to the tier 3 loot.
Medishacks spawn twice as many crates.
Medishacks also spawn food crates.
Food crates don't spawn rotten crap.
Probably forgetting something too.
tightened up the animations on the LR300 reload / deploy
added a new reload animation for LR300
tweaked the sights on the LR300 so they sit lower and line up better
Fixed stupid things in DebugToolTab
Some changes for more accurate profiling
Deferred entity destruction tweaks
Added Scenes menu, to load common scenes in fewer clicks
Slight brdf optimization for the skin case; ajusted subsurface normal max lod and compensated a few skin materials
Improved handling of skin deferred surface scattering, paving the way for free generic thick transmissive surfaces (wax, rubber)
Cleaned up shader code, paving the way for upcoming hair shader
Nuked deferred reflections shader
Building entities have higher destruction priority than other entities during deferred destruction
Building block skin pooling is also load balanced