248,623 Commits over 3,928 Days - 2.64cph!
Much improved system to sync shield position/rotation to server, send shield pos/rot in model state
boss charge redirect
boss jump sprite
some sfx etc
camera shake
difficulty ui
difficulty button disable
Add a way to get authentication status so I can debug it
Restore allow without auth - need to find out why it wont auth auto?
Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao
SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer
https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png
Fix AO compositing for custom shaders
https://files.facepunch.com/sampavlovic/1b2111b1/CRqx99maFj.png
Add compiled shaders for AO including for Material shaders
Composite AO to pipeline rather than blitting, cleanup
AddHookAfterTranslucent > AddHookAfterDepthPrepass
[Pick] Add internal Graphics.FrameAttributes, up to review
Remove hack for clearing AO and use FrameAttributes instead
Subtitle and pack info description
Strip that out - waste of time
Media asset changes + updated item store page with gesture pack ID
Map Updates and extra work on NPC dialogue
https://files.facepunch.com/daniel/1b0611b1/Screenshot%202024-11-06%20025557.png
https://files.facepunch.com/daniel/1b0611b1/Screenshot%202024-11-06%20030030.png
Fixed being able to equip weapons on non valid weapons by changing item in the currently equipped slot via the inventory screen
Fixed being able equip a shield by itself by scrolling through the belt bar
Name and icon assigned to cinematic gestures (better display if used on gesture wheel)
merge from main -> qol_io_arrows
Merge from fix_community_ui_nre -> main
Fix NRE from CommunityEntity if disconnecting from server with inventory open
Dedicated server max players, map name (or scene name if no map package), game name - ip address and port if specified, later we should only have steam ids
Fixed material changes which altered emission of some cinematic point lights
Suppress native transform change callbacks too which were causing angles & scale changes to not execute
Transform changes on managed execute EventPropertyEditorCoreAttributeChange_t so gizmos follow properly
Fixed RPS UI appearing in demos
Updated T1 SMG cine materials + set textures to 4K
Fixed a case where players couldn't interact with RPS games if they don't own the pack
DedicatedServer.Init waits until logon complete - this is when we'll have our anon steamid,
Disconnect properly when returning to main menu in some circumstances
Fixed gesture pack id
Disabled force unlock on new gestures, now requires pack to be owned to be used or placed in a gesture wheel
Initial tiled navmesh generation
Currently matches previous behaviour but generates in multiple tiles
Add net_shared_query_port - default to false for now until it's working
Shut down should be called after LogOff
Fixed release interaction showing up for all clients and not only for the pulling player
Ensure GUID is saved all the time. And some validation: delete CMapGameObjects that have no GUIDs on load & create CMapGameObjects for scene gameobjects that don't have a match
Fixed battering ram going crazy when hit by an HV
Set repair target items for ballista and catapult
Set the battering ram door position sync to fixed update
Battering ram protobuf
Wip battering ram head install system
impact particles rework wip
files + meta