255,175 Commits over 3,990 Days - 2.66cph!
Missing collision component on trainyard1
Progress on water treatment plant
Extended the sewers greybox set
Water filtering tanks greybox's
Strairs overhang/catwalk greybox
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cut in to lava court platforms to make it less uniform
Testing out racket trail effect
Added clientsideEffect and clientsideAttack flags to projectile (for non-authoritative projectiles)
Fixed NRE in projectile prediction if non-authoritative
Explicit case for fake projectiles with a penetration power of 0
ST: reverted billboard vface compensating for inverted orientation
ST: updated all materials
Interaction tweaks
GoToSmartObject tweaks
Projectile prediction tweak
Fixing stupid CanSubscribe checks
Hooked up some of the tweaks stuff.
More InteractionPosition stuffs
Entity attachment positions
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SpeedTree update script fixes
Fixed Consumable Effect Settings.
Since "hours_passed" accumulator is a ulong, I moved it to the StatCollection, that we only store one per Agent. Means we only register a single listener per Agent to the OnHour TOD event too.
PVT: fixed addressing when using certain non-square caches
PVT: fixed bug in lod computation causing low res mips up close
PVT: switched back to rendering diffuse and normal pages in single pass
PVT: adjusting virtual texture size (and re-init) on quality level change
PVT: fixed virtual texture size computation in low-res quality modes
Stat+Tickable now use TOD OnHour to tick modifiers that have a "duration" (timed lifespan).
ProjectVersion and ProjectSettings updates
Deferred decal updates for 5.2
Deferred decal support for deferred reflection probes
Deferred decal support for SH9 ambient light
Deferred decal support for emission maps
added unique rock to lava court
added unique rock to lava court
Consumable now use EffectSettings rather than its own ConsumableEffect API.
Pretty much finished the Stats and Effects refactor. Some data might be viped from assets and some editor stuff might need revisiting (commented with todos).
Fixed Mono.Cecil shenanigans
removed footstep fx from concrete/dirt/forest/grass/metal/tundra/wood but left the prefab so triggers still sound.
added stone mesh particles to replace sprite sheet.
removed alternate impact blunt fx's
Reload sounds from other players are audible.
Tweak crossbow reload sounds to match updated animation.