239,506 Commits over 3,837 Days - 2.60cph!
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
Updated Minigun Textures to incorporate feedback
Updated Minigun World Textures to incorporate feedback
Fixed electrical flasher light and siren light having no emission when ON
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Add a climbable net to the static cranes if the Reserved1 flag is set to true
Enabled on the shore side crane
S2P harbor_1
Fixed some bugs
Added proper ground colliders in harbor_1 and deleted temp ones
Show state name overrides separately
Use EditorJsonOptions instead of defining our own
Draw entry nodes differently to normal nodes
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