239,262 Commits over 3,837 Days - 2.60cph!
Move InterpolationBuffer to Sandbox.System
Cleanup Sandbox.Game
Remove unused steamworks stuff
The ball is a global instance stored by GameManager
Added dumb fire scientist state.
AI Arena now applies spawn position forward directions to scientists when spawned.
AI Arena spawning now only uses active spawn locations.
Added Scientist.Arena.DumbFire prefab
Added Scientist.Arena.DumbFire.AIDesign
Added Scientist.Arena.DumbFire.Loadout
Updatea AIArena spawn prefab list with new arena scientist.
AIArena scene update.
merge from water_purifier_pickup
merge from hackweek_renderlod_collapse
merge from toggle_inputs_chat
merge from launch_site_lod_culling_fixes
Ensure collapsed renderers can still register with occlusion culling
Leaderboard backup, run #
11922
Fix DelegateFunctionPointer making traces slow
Added client.clampScreenShake convar (defaults to on)
Adds a dampening pass to our dynamic screen shake, reducing the maximum amount of screen shake in intense situations while still maintaining some camera movement
Should only be noticeable when there are multiple forms of screen shake input occuring, single instances rarely get above the threshold
VM camera animations for M39, L96 and Bolt Rifle
Add pause menu
Add Game.Overlay.IsPauseMenuOpen
Better socket deploy guide rotation
If a state is being entered via a transition with a duration, respect that duration when transitioning to the vm camera anim
Sidecar work, trying to get it feeling right to drive + other edits
Switch gameplay events to also use new bulk uploading api
merge from main -> analytics_server_profiling
Detailed collider setup for all bikes
World collider setup for all bikes
Can now pick up empty campfire water purifiers, both water containers must be empty
Entities that are deployed into slots (water purifiers, locks, etc) will now show an invalid deploy guide floating in front of the player instead of just showing nothing (the deploy guide was at 0,0,0)
Sidecar wheel visual position fixed
Re-apply CS
97577 (modify launch site scene)
Re-apply RendererLOD `minDistanceMultiplier` functionality to clamp minimum lod scaling
merge from main -> launch_site_lod_culling_fixes
Fix bulk analytics creating empty blob when uploading zero events
Fixed skinnable items sometimes getting out of sync with their intended skin when their renderer is collapsed (sometimes leading to null materials)
Run MaterialReplacement.Prepare as part of the collapse process, less workload during gameplay
Add logging of method call times via unity's profiler (ProfilerRecorder API)
Disabled by default
Fire bullet additive iteration
Upload bulk analytics points gzipped
Setup SwapAmmo IViewmodelComponent, turns on and off prefabs based on the currently loaded ammo type
Create lobby on load, make RenderAlpha sync - don't use INetworkSerializable anymore
Front blocker list now actually considered
Main patrons list swapped to dictionary
texture/material clean up, scaffolding prefabs and clean up, remove old models, fix missing models in existing maps
vm handcuffs - anims, added states, trigger & bools to animator,
Further optimisations
Pooling used for other lists
Now checks list of hits instead
Pooled list
InvokeRepeating on obstacle update
Fix NRE's when polygon mesh face has no material set
Use a different place to set fallbacks for VolumeClouds shader
Added CNewParticleEffect.GetRenderBounds
Improve consistency of trace surfaceID returns clientside
This only relates to usages of PhysicsObject shadows
vcollide_wireframe - draw the actual physics object clientside if it exists
Test version of clientside model physics scaling
Fixed trackspeed only working after ReturnToEyes input (point_viewcontrol)