241,043 Commits over 3,867 Days - 2.60cph!
Update global_networked_bases/2021
v_mp5: improved ironsights entry/exit additive animations + anim-driven pose has 200ms blend (from 350)
https://files.facepunch.com/maxlebled/1b2111b1/2023-08-21%2018-04-13.mp4
Fix NRE in ServerDll.UpdateServerDetails if playing locally, my bad
added lods and updated viewmodel
updated textures and set sizes
setup basic world and viewmodel prefab
Fixed match time being incorrect in MatchCard (just didn't implement it)
Fix nullref inside RecipeLibrary if no recipes exist on an item
Interaction refactor
"Foundry simple" shader w/ point filtering
Placeholder resource node model
Basic resource node ent
Add MapName and Gamemode to MatchCard update
Emissive & lighting setup
Enable instanced placeholder on static sam sites
Fix normal sam site missing base platform in placeholder mesh
Fix rotated building blocks not updating visual
15s cooldown when sending rotated building block globally
Update global_networked_bases/2021
Rename `InstancedEntityScheduler` to `VirtualEntityScheduler`
Fixed cargoship light fixtures materials
tweaked the splat mask on ferry terminal to blend correctly
misc tweaks and fixes to the harbor_2 loot spawns
Fixed non-refractive transparency; cleanup
Loading screen legal text scale / contrast
Submit queue button scaling
Campaign description contrast
WIP settings page scaling
Fixed screen space refraction misses w/ fallback to sky
Auto-scale header button prompts
Added TextSizeHelper in Editor
For Steam Deck font size guideline
Merge Main -> Experimental
▄▊▄ ▍▊▊▍▍▋█▍▌▌▉▇▆▉█▍▌▊▉ ▇▇▍▍▆▆▆ ▉▆ ▆▍█▍▍▇▊▌█▉█ ▊▇ █▌▍▍▊▇▌
Add DialogModal, pop up a dialog warning user about outdated server when trying to join
Pass gamemode version tag to ServerList so games can decide what to do with servers that are out of date
▍█▆▅▌▅▅ ▍▆▍▍ ▋▅▉▉▌▌▍ ▌▇▄▊▊▍▉▇ ▌▋▄▇ ▋▆▇▇▉▌▄
Add Vector2.Abs, to be consistent with Vector3
Added a convar to disable the landing animations
Leaderboard backup, run #5357
Added position support for the animated screen shake
Update first person landing animation to match third person anim
Fixed hands staying visible after landing
Snappier landing animation when landing the parachute
Merge Main -> Experimental
More transition rule changes
Reinstate my custom-shader-based fix for the attack heli gunner UI because some gun components clip through even at a minimum distance
Testing out a heavy landing animation, implementing via a full body non looping gesture that's triggered by the server on landing
Fixed an issue where the animator would transition to the parachute mounted animation instead of the deploy animation