192,962 Commits over 4,049 Days - 1.99cph!
zigg scene backup, relinked props to prefabs
fixed layer on IBC prefab, condensed the ibc_a prefab into a single object
desal tank - resized some textures (AO, LOD)
fixed prefab layer, loding distances
Tweaked water treatment tank prop material settings
Deleted greybox
Created a mesh lod prefab
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Add normals and tangents to binned vert data, restructure foliage vertex shader to handle wind, fading and displacement with instancing (also might have improved edge masking), add optional vertex data macros to make passing data easier and reducing redundant calculations
Merge from workshop_scene_qol
Delete WorkshopMeshExporter class, this will be handled manually by artists going forwards
Fixed viewmodel hands appearing red in workshop scene, will now match the spawned player preview (and is updated when the preview is randomised)
Removed all SendMessage and BroadcastMessage usage in the workshop preview system, now uses new interface methods for better future proofing
Material optimizations.
Moved Code lock light bulbs from a mesh to a fresnel opacity'd quad, to fix distance flickering when not using temporal AA.
Removed logic that was deleting LODS in workshop editor
Merge from fluid_io_fixes
Damage effects.
Added low/high power FX differences.
Final polish.
Fixed editor warnings when inspecting IO entities due to accessibility settings not being loaded in edit mode
Add server.useLegacySprinklerLoadProcess, can be set to true to revert to the old sprinkler load process in case the new process has issues
When reloading a save don't reset the IsOn state for sprinklers
Removed UpdateWorldmodelOutlines context button option on WorldModelOutline, looks like it was used at one point to upgrade all world models in the project and is no longer needed
Exposed the Setup context option as a button as it seems to work fine and could save a few clicks when setting up world model outlines
Merge from midi_macos_rebuild
Updated Textures and Materials
Merge from jungle_update (improvements to tiger and croc)
Have croc always use max speed if it's charging in water, as it doesn't get tired easily like on land
Reduce volume of croc swimming fast
- Tiger will only flee if aimed at precisely, incentivizing trying to spot the tiger after a growl instead of just aiming in general direction then forgetting about it
- Tiger will not flee if aimed at with a melee weapon other than the spear
- Tiger will only flee if aimed at from a long distance, else it'll just commit to a charge, incentivizing walking away first if tiger is too close
Disable client predicted catching for now
Way more accurate landing point logic
Client predict catch logic
atmosphere experimentation
Prevent crocs from swimming in too shallow water / alternating too fast between swimming and not swimming
Adjust croc population to account for the fact they can only spawn in select places
Slightly reduce tiger population
Fix sleeping bag corpses spawning their own corpse so they could never truely be destroyed
Create sleeping bag corpse as a variant of the normal sleeping bag prefab
- keeps all respawn prefab setup identical
Fix corpse not being spawned from `ent kill` after refactor
Reassign all the corpse references since the field name was changed
Refactor / rewrite so that corpses are dropped from `BaseCombatEntity` instead of `StorageEntity`
- rename methods like `DropCorpse()` -> `DropDeployableCorpse()`
- keep it seperate from normal animal & player corpse code
Add a bit of randomness to the starting rotation on client only (doesnt affect the hit box)
Add support for sleeping bags corpses to be destroyed after a player spawns on them
More realistic boomerang rotation! What boomerang only rotates on one axis anyway?
Half boomerang outwards travel distance
Minor cleanups
Fixed HLMV.exe not running in win64/
Include Episode 2 Zombie Torso
Apparently ep2_outland_01 complains about the model being different
Include Episode 2 version of water_riverbed01
I have been assured the Episode 1 version is not used in Episode 1.
Fix prop_ragdoll.StartRagdollBoogie map input param type
Minor cleanups
Fixed HLMV.exe not running in win64/
Include Episode 2 Zombie Torso
Apparently ep2_outland_01 complains about the model being different
Include Episode 2 version of water_riverbed01
I have been assured the Episode 1 version is not used in Episode 1.
Fix prop_ragdoll.StartRagdollBoogie map input param type