255,572 Commits over 3,990 Days - 2.67cph!
player update. military flame thrower 3p anims update
Get rid of 1 second delay when the round decides a winner, not sure if this'll cause any problems but it's much less awkward
Fixed final round of the first half round count being wrong
Notify match point to all users
Show the winning round on scoreboard if your team can win
Fixed missing translation for the 'attachments' text in tooltip
Crosshair update, lines, distance based on velocity, spread, recoil
ridding some prefabs from shadow proxies
Converting light fixtures prefabs to MeshLOD when possible
Monument lighting prefabs links check
Would help if I actually pushed the fix :thumbsup:
Add hidden radio sounds, play bomb defusing radio when CT tries to defuse bomb
Fixed planted c4 beep sound being missing
Added DefuseWinCondition, MaxRounds / 2 + 1
Horses will slow down as expected when releasing sprint key while holding a directional key
Move from SteamVR over to Facepunch.XR
Remove direct OpenXR bindings
Pass debug callback to Facepunch.XR, make a session
Move OpenXR requirements into Facepunch.XR
Requirements are done automatically now, make instance/device extension format consistent
Hack around extension-related crash for now
Events
Pass vulkan-related stuff in as structure
Fetch rendering recommendations from fpxr
Remove silly hack hard-coding all our extensions, fetch them properly
Bind fpxr compositor and add everything we should need to start submitting
FPXR: Session now handled by Compositor, Instance is now a class
Delete all OpenVR files & references, stub out anything that required them
Initial FPXR presentation logic
Fetch display info from compositor
Submit texture, render loop, etc.
Use Facepunch.XR provided logging levels
Pass bounds to texture submit info
Default IPD (for testing with null driver)
Facepunch.XR works out bounds for us, gives us full render target size separately from eye render target size
TerrainMaterialList: Allow drops properly
Editor post processing toggle closes #1587
Colour grading changes, tonemapping in its own component (means color grading isn't 1 pass, but that's easier to do later compared to splitting up components)
Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
Tonemapping applies to editor camera too, respects Camera.EnablePostProcessing
Basic weapon state persisting system for dropped weapons
Persist AmmoComponent for dropped weapons
Fixes #39
Switch weapons with mouse wheel
Fix NRE in RadioSounds if there's no sounds
Fix team radio sound chat message being sent to people on other team
Mark chunks as changed when cleared (#29)
Flush network updates before send RPCs
Converted some decor prefabs to MeshLOD
Converted stalagmites, snow mounds, icicles, ice sheet, cave roots ivy, reeds, water lilies prefabs to MeshLOD
Work in progress - colour grading
Variuous changes - exposure added in RGB and HSV
Keep tonemapping in its own component, remove uncommon options, cleanup
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Converted small rock formation prefabs to MeshLOD
Converted v2 rocks to MeshLOD
Converted Rock clutter to MeshLOD
merge from treasure_mission_refresh_fix
Converted cave segments to MeshLOD
merge from polar_bear_cull_fix
merge from hvrocketsounds
merge from wire_slacking/christmaslights
merge from fix_teammate_building_guide_lerp
merge from techtree_workbench_multi_acces
converting prefabs in /static folder for MeshLOD when possible
Added a tool to find any Instanced mesh filters that have a MeshLOD on the same obejct that hasn't been assigned (Tools/Optimize/Look For Orphan Instanced Mesh Filters)
Fix buffer overrun (80% confidence)
Leaderboard backup, run #
12234
Fixed the Wildlife Cull mission not registering polar bear kills
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