248,646 Commits over 3,928 Days - 2.64cph!
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Fixed battering ram door wheels culling, set to isDynamic
Merge from hackweek_car_radio
Rename the radio socket gameobject names to lower case to possibly fix pooling mismatch
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView
Forward+ Decals
* Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too)
* Tiled culling checks decals within each tiles frustum
* Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface
fixed entity bounds on ice sculpture
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meta changes on some collider meshes
Committing walkway changes to switch branch
merge from wolf-sound-tweaks
Create ssao.scene
Delete fluid simulation, this isn't going to work
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roof conditionals colliders and then some
Re-enable deployment checks
Fix issues with navmesh generation API
Should also fix tests
Leaderboard backup, run #
15677
Shader rebuild process (#1713)
* Add * option to vfxcompile
* Delete older shader build scripts
* Remove cs_surface_interactions
* Always output combo count if it's over 1000
* Strip some lesser used stuff from spritecard to get the compile time/size under control
* Build shaders as part of ci, so they can't be out of date (we should still manually build and commit though!)
Merge from io_infinite_power
ioentity.infinitepower is now replicated
Added a warning to the IO entity info panel when looking at an IO entity if infinite power is enabled
Merge from io_infinite_power
Added IOEntity.infinitepower
Powers all player placed electrical IO entities on a server when enabled without needing power sources
Likely has some per entity edge cases, already fixes electric furnaces
balance
adjust menu, zombie elite, etc
hp regen floaters
Weapon_case
Missile Case WIP texture asset, uploaded for world placement and decoration
Squashed commit of the following:
-GTAO
-Aoproxy removal
Split between SSAO and GTAO
Start moving gtao to command lists, adjustments
Start moving gtao to command lists, adjustments
Merge from launcher reload bug
Applied fixed timing to dragon rocket launcher
Adjusted rocket launcher reload time to 5.8s, was 6s
This isn't an actual buff as you cannot reload faster than the animation, the animation was 5.8s so there was a 0.2s window where you could trigger a reload again while the reload was still taking place on the server
This resulted in the reload finishing and the ammunition on the client getting refreshed, but at that point the player was stuck in another 5.8s animation before they could fire again
Added a right click context option (Print Reload time) to BaseProjectile that looks at the viewmodel animator and calculates how long the reload anim is (taking into account speed modifiers which were being used in this case)
Siege tower decay reset when used
Merge from shred_helicopters (also includes the changed ignore.conf file that seems to keep changing)
Collision effects and minimum collision force tweaks
Plushy scenes and prefab aseets backup
Manually kill any players in the walkable area of the scrap transport helicopter when they are fed into the shredder
Fixed scrap transport giving metal frags instead of scrap when shredded
Car shredder now shows proper icon and localized name on death screen
Merge from hackweek_car_radio
ice sculpture pedestal model and materials. need to do lods and gibs and asset cleanup
Fixed server / client errors