246,761 Commits over 3,928 Days - 2.62cph!
GameObject serializing survives when a child is somehow added during serialization
merge from twitch_rivals_2024/twitch_rivals_flag
merge from /flashlightfixes/fulloverhaul
merge from landmine_disarm_explode_bugfix
Leaderboard backup, run #
15749
Experimental invoke based reload system tests
balancing
fix cursor hotspots
attack satellite perk
balancing
Fixed showing the wrong other inventory :facepalm:
Fix NRE in color picker when there's no parent
Fuck it
Fixed PlayedCards grouping target cards based on who played the card, not who they are targeting
Bday 11 poster scene tweaks + backups
Can distinguish targeted cards in PlayedCards panel, as well as global cards
initial implementation of targeted cards flow
merge from network_queue_priority -> aux3
Prototype: create a high property network update queue for building blocks, high walls & SAM sites
- this should cause bases to load in faster when travelling fast across the map (in vehicles)
Disabled the animation from HitGuide because DepthBuffer limitations, hashtag sadface.
Fixed speed ratio calculated based on the current gait
Fixed NRE when jumping
Hide, JsonIgnore on GameResource
Merge from campfire_purifier_freshwater_fix
Fixed campfire water purifier no longer accepting fresh water in the propane tank section (unintended regression)
Fluffed up the hit marker. (Kinda needs soft blend tho)
Create directory when saving clothing render icon (should these be put in temp filesystem/game resource data block)
Bday11 hero poster scene + materials backup
merge from main (bumped siege weapon protobud id to resolve conflict with vending machine stats)
Twitch Rivals poster backup
Fixed weapons clipping into shield when shield is held up
adminui_drone_accessible -> main
- Predict if a vending machine can be reached by a drone or not.
- Show a panel in the admin UI
Can now use hammer and tool gun with shield (can only repair)
Don't show played cards header if theres nothing
Voices UI, voice transmitter, voice mixer
Position gun a little better
Update shaders
Gamma correct samples during accumulated ggx, makes highlight less blown out and makes the cubemap more vibrant
Start moving same fast ggx filtering code to cpu for resourcecompiler also for consistency
merge from qol_io_rotation