199,994 Commits over 4,140 Days - 2.01cph!
Further optimisations
Pooling used for other lists
Now checks list of hits instead
Pooled list
InvokeRepeating on obstacle update
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)
Imported Large Rubbish Skip Prop
Added Textures and Materials for Large Rubbsh Skip
Setup Large Rubbish Skip Prefabs, LODS and Colliders
Allow hot air balloons to transfer servers
Apply handcuffs to victim wip
merge from fix_scrapforsale
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merge from wiring_near_vehicles_fix
merge from water-fog-scatter-strength
Don't run base input when locked
master house interior progress
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Switch handcuffs to use BaseMelee
Re-added dryfire and attack states (for AK vm cam reset)
LR300 vm cam anim tweaks - reduced movement for deploys
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Re-applying
97361 changes after Plastic merge fuckery
Merged main into wiring_near_vehicles_fix
Fixed issues with scrap4sale in bandit
Reworked the underwater base glass to be in line with the other underwater changes.
subtracting
97607 wiring_near_vehicles_fix - broken prefabs
Fixed weird merge issues
Fixed scene not being pushed
Merge main - that was a pain
Viewmodel initial code setup.
Protobuf.
Serialization.
Debug logging.
merge from io_seismic_sensor - Art placeholder
merge from searchlight_fixes
Tweaked rockets vibration level
correctly assigned materials to .worldmodel.prefab and .entity.prefab
Green/red light behaviour
Name and description
Recipe first pass
Updated placeholder model and icon
Merged main into io_seismic_sensor
Merge from hackweek_renderlod_collapse
merge from hackweek_renderlod_collapse
merge from boombox_toggle_fix
merge from wiring_near_vehicles_fix
Move the update markers and previous life refresh process to happen 1s after the player dies, while the map is fading in rather than the instant the player receives their death RPC
No real visual change but moves the heavy processing to after the player has visually died
More thorough profiler coverage over the life infographic section
Added attack and dry fire states to prevent admire motion carrying over
Remove the Scene2Prefab components on the bbq, small refinery, furnace, large furnace and campfire prefabs in the LootPanels scene
Changes made to these prefabs outside of this scene would be lost if we do a global S2P, sometimes leading to build breaking bugs