224,257 Commits over 3,684 Days - 2.54cph!
Automated Linux DS Build #492
Automated Windows Build #492
Automated Linux Build #492
Disabling VGUI hotkey system
Working on damage from explosions
Can collide with vehicle wreckage. Also added Rust Water material to hidden changes list since it auto-updates but is unlikely to be manually changed on purpose.
Forced forward in AO settings to avoid artifacting with shaders that are fwd
Menu background mouse paralax thing
Vehicle damage FX work. Removed temp stuff.
Fixed Action events not being cleared
Added vehicle visual damage
ActionChain pool return moved to behaviour/effect exit/complete state handling
FOR FUCK SAKE ocean shader/mat
Fixed delay on some objects before they turn visible
Fixed duplicates in the culling volume manager
Enforcing specularity-based dielectric
Deferred anisotropic lighting path using (disney ggx) + rust/std-aniso shader
Final gbuffer layout
Implemented culling volumes for interior environments
reduced ammo chance in supply drop
supply drop falls slightly slower
reduced cost of most low level clothing items (burlap, beenie, candle hat, skirt etc)
Some unit portrait clone optimisations
Split socials persistence to partial, removed a foreach in OnMinute callback
ActionChain uses FixedArray to avoid any dynamic allocs, added pooling for action chains
Removed NullItention
TimeManager persistence improvements
WorldManager weather persistence
SmartObject persistence WIP
AudioManager reset returns pooled sources
merged inventory screen updates
fix when itemcontainer gets destroyed.
Fixed a bunch of silly shit with bootstrap/game manager init
Menuscreen works, Navigation with gamepad works
Suimono disabled by default
Automated Linux DS Build #491
Fix deployable placement sounds not being impacted by game volume slider
Lots of new item UI sounds and tweaks to existing ones
Automated Windows Build #491
Automated Linux Build #491
srcdsWorkshop: Possible fix for linux not writing files