223,414 Commits over 3,684 Days - 2.53cph!
FishSwarm spawning is load balanced
Fixed non-zero-thickness ServerUse projectile hits not registering. Pass in the owner as the ignoreEntity for TraceAll, so they stop hitting themselves
tweaked grounds at harbor_1 for bridge pos
Fixed egress working if it was in the process of actually entering or leaving harbor
Fixed harbor 1 to work with new path
Harbor_2: extended dock ladders and volumes
lowered surface around swivel bridge by 1.25m on both harbor ground meshes
touched up terrain accordingly
Fixed fish swarm spawning inside moonpools
Fixed corpses floating inside oil rig moonpool / tube
texture tweaks, combined mesh
Refactored all of the movement code
Remade harbor 2 path to work with new movement
Fixed muzzle orientation again
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vfx_vulkan: never disable optimizations, this was fucking spirv-reflect and the compile time difference is minuscule
Don't have a different fastMode shader compile, it doesn't do anything now
Matching register offset check in AddSamplerStateVariableToCommandBuffer, same as SetSamplerStateValueFromVariable (prevent oob write)
Bind some default shader resources to prevent crashes, this stuff shouldn't be hit normally so warn/assert it's likely solved by a shader recompile otherwise yell at me
Improved cargo docking movement code to handle tighter situations
Prevents clipping on harbor geometry
Moves on rails with more deterministic movement overall
merge from main -> full_server_demos
set up viewmodel rendererer script (and turned on)
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added coffeetable_a
two skins
Now loads skins when spawning tool world models
player update nailgun set up in unity
Attack tweaks.
Viewmodel muzzle point pushed back a bit.
Changed UI-Pixelate to additive blending
NPC flamethrowers don't hurt NPCs.
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Muzzle & eject loc, speed/cycle iteration.
Heavy scientist AI design fixes
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Updated Minigun Textures to include Barrel Shadowing
Merge from main to get latest ASE
merge from /main/visualshader
Slightly reduce AI effective range to match damage range.
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adding swing bridge ramp model for harbor 2
removed static ramps and base from the prefab to be in the structure folder
fixed normals on the ramp, added lod and collision to the base
player update. eoka pistol exported and set up
Updated Minigun 4K Textures
Added Minigun World Model 4K Textures
Split heavy scientist backpack into tanks + instruments
Refactor, hook up connections, started work on storing transition actions
quick level fixes and adjustments
Also tweaked their handles positions because they were an absolute pain to aim for