255,019 Commits over 3,990 Days - 2.66cph!
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
Supermarket progress / loots spawn placement / general polish
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Supermarket COL/LODs/prefabs
Added reverse option
Fix for mesh generation on instantiate
Crowbar
Merge branch 'master' of SandboxGame
added new arm mesh to rig source
proper lr300 reference file
added new brick materials
added buildings 6 and 7 with fire escapes, air con units, fixed up glass shader so that inner decals like curtains etc are darker than room behind them
Release texture resource when reloading. Fixes crash when hotloading texture of a different size
Converted buy shop and sell shop
Mocked up options UI layout
Reduced or eliminated GC allocations from Transform.FindChildRecursive (only used by UI)
Viewmodel attachments use Model.FindBone instead of Transform.FindChildRecursive (more efficient since cached)
Removed AttachToBone (unused, inefficient)
wip map preview screenshot generation
update unit orientation on attack
adding healer attack fx stuff