254,393 Commits over 3,990 Days - 2.66cph!
disabled ALT key camera rotation
gas_station level vcolor bakes
backup and scene2prefab
Hide Blur Kernel size is limited spam
Sped up weapon selection ui anims
Adjusted default buffer sizes of collider groups, renderer groups, foliage groups and LOD cells
Remove foliage groups when they are empty (similar to renderer / collider groups)
Fixed chargers overcharging
#ifdef'd editor functions
Fix gaps on supermarket / fixed seams on plaster_d texture / material tweaks
Saving a map in the map editor now creates a preview thumbnail image, imports it as a sprite and sets it in the map's definition file.
Saved screenshots for all existing maps.
Updated PlayerModel with fixed seam geo/normals/skinning
Final textures with head/body seam fixes
Body lods & head.00 lods
Player preview changes/fixes
Rust addon - no code
Weapon mat fixes
Don't compile .cs files in "obj" folders
Shotgun damage balance, alt fire
Cleaned pickups
Fixed weapon pickups
Ammo carry limits
Guns use different meshes
Reduced GC allocs in SelectedBlueprint.RefreshBlueprint
Log warning when trying to create attachment on viewmodel without model component
Reduced sky brightness slightly
Fixed material / memory leak in Bradley TreadAnimator component
Mortar max range increased by 1, health decreased by 1
Ensure EffectRecycle doesn't invoke Recycle more than once when onParentDestroyed is DetachWaitDestroy and playMode is Once (heli explosion fix)
improved chainedgun patterns
adding healer impact fx
some fx material cleanup
Fixed loaded desires not correctly getting an owner
Fixed several desire types missing load logic and added some logs so that future desires missing load logic will be more obvious
Cleaner pathing
See if nodes can see target by checking main turret height at node
Intelligent target sorting
respawn server convar for testing
A little bit of door code clarification. Doesn't actually change any of what the code does.
hack so cores/pixelgroups line up better with pixels
chainedgun states and laser
Fixed/improved ImageEffectComposite handling of single effect
Fixed path widget icon displaying if target world position is behind the camera
Added some checks to CraftDesireRequiresBuilding to try and catch an exception that happens when multiple units are attempting to build a building
Items being dispensed from a dispenser will now adjust their height based on the closest navmesh to try and stop items falling though the floor
Optimized water and screen blur overlays
Added centralized ImageEffectComposite to replace redirects and ensure low bandwidth ops
Added ImageEffectTransformsToLDR to ImageEffectComposite (works if final)
Added explicit sort order to ImageEffectLayer
Moved tonemapping + fxaa + sharpen and vignette to overlays (move back on 5.6.2+)
finished most pathing at launchsite for bradley
Fixed some progression exceptions when loading a game
fixed NRE when killed by bradley
bradley stops shooting dead players
bradley target range increased
Bradley target added when damage received
Tweaked Face Target Loop action to end instead of going forever, this seems to fix animals not attacking correctly
bradley now spawns at launchsite, broken af
protocol++
manifest /codegen
removed log files
fixed blurry debris from heli explosion
fixed holosight blurryness with motionblur
fixed heli/bradley gibs being difficult to harvest
rockets now damage bradley
bradley uses foot position for vision check as well
enabled main cannon on bradley
fixed rocket trails disappearing before fading out for all rockets
Started work on scripts for options menu
turning off some debug stuff