250,392 Commits over 3,959 Days - 2.64cph!
merge from Medieval_Barricade_Unique_Desc
merge from Medieval_Barricade
Shadow cascades preset tweak
Print in console when client connects/disconnects
Add player count to DedicatedStatus
Add extra info to snapshot analytic
Rename SceneNetworkSystem.LoadScene to LoadSceneBroadcast
Remove Nav_WaitBuild, make it a LoadingTask instead - there's no reason this should be special
Fix fov in settings not working
Leaderboard backup, run #
16901
Updated knight items to not overlap ids with lunar new year content
Manifest update, seems to resolve triangle floor hatch issue locally
Deleted the combined reload clip for crossbow
Made a new one from the fbx with custom start/end frames
Fixes CompareApproximately errors when loading the crossbow/building the manifest
Manually remove broken transitions from the vm crossbow anim controller, stops missing PPtr errors
Merge from steamworks_161 (updated other dlls)
Other files pulled from steam, if that even works
Fixed a bunch of issues with chassis visual on siege weapons, causing them to run twice in some cases
And to never shut off when stationary
Updated steam_api for server which is in a different path for some reason
Subtract
110734, needs more investigation
Orientation fuckaroo & fx offsets
Add a Model component to all siege weapons, should now generate the required strings to stop StringPool warnings
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Various high explosive stuff
Fixed battering ram door server gib missing material
Add Normals.hlsl, with fallback if no depthnormals are available, add Bindless::GetTexture2DMS
Battering ram can now damage the Vehicle and Deployed layers
When hitting a vehicle, add some forces and show the vehicle collision effect
Did a bit of refactoring to have a generic method that returns a BaseVehicle collision effect
Pass MSAA value from pipeline, make DepthNormals a dynamic combo instead of a mode, conditional
toolchest wip prop
+ adjusted metal_details mats
Fixed spears getting offset in hands when attacking while holding a shield
FX Orientator prefab for debug.
Explosive ammo stuff.
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add geo to shovel, mmm roundness
metal_details_02 trans map adjustments
added metal_trim_painted_blend_03 mat
tool chest WIP
Some cleanup
Retire more editlogs
Added ballistagun.reload command, can also take arguments: "ballistagun.reload 1" will load a hammerhead bolt, 2 an incendiary bolt, etc
Knight armour world model fixes
Fixed knight armour viewmodel not showing
Merge from lunar_new_year_2025
Can now mount and open the catapult basket even when the catapult is not reloaded
Leaderboard backup, run #
16893