125,550 Commits over 4,171 Days - 1.25cph!
Attack heli item (for repairs) and icon. Attack heli prefab WIP.
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Fixed some event sfx repeating once when a shot playback ends
Add graphics.dof_kernel_count convar, supports 0-3
Sets sample count to 28, 64, 128, 512 for smoother looking depth of field
Current setting is hardcoded to 28 so this should have no impact on regular gameplay
Rename a few helicopter classes to more closely indicate their function
Conveyors will now calculate Min/Max filter amounts based on the specified input/output ranges (eg. the left slot on the locker already only added/removed items from the first locker set, but now it will only check those slots when calculating how many items are in the container when evaluating filters)
Added a few comments and things to the new neither-client-nor-server compile fixes
Fixed compile issues caused by
78446 when SERVER or CLIENT (or both) *are* defined
Fixed all compile errors caused by having neither CLIENT not SERVER defined
Merge from watercatcher_perf_improvements
Fix static water catchers throwing an exception
Merge Main -> Attack Helicopter
cobblestone road models greybox
cobblestone road textures
Disable debug grid drawing.
Additional test save.
increase max slots, handle being full and trying to add new item
more test changes and some fixes
trying out a different placement method
Merge from watercatcher_perf_improvements
Revert kayak and rowboat to their
78335 version to fix errors
First pass on exposing multiple dof sample options
Fix storage adaptors, conveyors and pipe LODs being calculated from the wrong position when entering network range
Set code lock light materials back to Opaque. Hopefully this fixes them not being visible through glass.
Refactor minicopter wheel code. getting ready for attack heli with skis
Fixed minicopter and scrap heli wheels not rotating when on the ground. This was mainly a problem with the animator fighting the code. Some more code cleanup. Added speed method to BaseVehicle.
Compile out pipe mesh renderer on server
Missed one - CH47Helicopter
Some general refactor/formatting/cleanup on existing helicopter classes
Reduce the minimum distance between industrial pipe points for easier placement (was 0.4, now 0.3)
Adjusted LOD levels of industrial entities
Revert kayak and rowboat prefabs to match main (even though plastic shows no changes, seems to fix their corruption in unity)
Allow doors to be placed on top of deployables (boxes, sleeping bags, etc)
Give the attack heli its autocannon model
Move some scripts. New AttackHelicopter class
Test map edit for heli development
Huge wooden sign will deploy on all sides of walls too