241,433 Commits over 3,867 Days - 2.60cph!
v_usp: trim sequence used for slide management, add fire variant
Scaled down muzzle flash particle to match USP viewmodel scaling
Merge PhysicsLayerRevamp -> Aux2
Fix torch missing redirect
Revert NetWrite to see if it fixes @ryleigh's issues
Show tt's strafe as ranked
- Fixed ragdoll moving-parent check not checking nested parents
- Fixed incorrect reference causing NRE on listen server
Remove some logging
Suit item setup, moved current suit assets into standard folder
Use instruments dlc check for unlock (temp, for testing)
Implement switching to instanced rendering only when an entity leaves network range
Also support using instanced rendering the whole time but switching from highest -> lowest LOD when entity leaves network range
Merge PhysicsLayerRevamp -> Aux2
v_usp: reworked graph to have a slide manager, better core SM reload handling (code can set b_empty to false at any time during reload), & animation improvements
Viewmodel renderer update
PFX scene backup (River source FX)
Leaderboard backup, run #3763
Skeleton Skin Adjustments
Pavement blends
tweaked cardboard box materials
silencer re export
silencer was being scaled down in the viewmodel
Camera origin to bounds center for asset video
Destroy raytrace instances on resource status change instead, more reliable
Removed directional light from player_preview, replaced with two spot lights. Fix for player preview light affecting the scene. Also removed unused var.
Destroy raytrace instances on model deallocation, should fix RemoveInstancedEnv crash
resized textures for light fitting
Added a flourescent light to be placed on the wall mounted weapon racks
lods/textures etc
Added some Position particle initializers from CS:GO
* Position Along Ring
* Position Along Epitrochoid
* Position Modify Place On Ground
* Position From Chaotic Attractor
More particle operators & changes
New initializers:
* Scalar Random
* Vector Random
* Vector Component Random
* Set Hitbox to Closest Hitbox
* Set Hitbox Position on Model
* Velocity Set from Control Point
"hitbox" and "hitbox set" parameters added to:
* Position on Model Random (initializer) - also `hitbox scale` is now `model hitbox scale`
* Movement Lock to Bone (operator)
* Cull relative to model (operator)
Fixed WaterOverlay.Update doing its underwater test 1 unit below the actual camera position, breaking the moonpool water transition
Fixed water visibility mask not masking out ocean
Fixed moonpool water body type & water visibility mask
Added render.RenderFlashlights
This is aimed at completely replacing render.Push/PopFlashlightMode and allows to render flashlights on an IMesh correctly.
Fixed deferred decal lighting
diver ak - initial viewmodel renderer material setup, moved drip fx to ak folder
Add CopyEvent, PasteEvent, CutEvent - prevent copy/paste keys in restricted WebSurface
Restore main thread render block fix.. looks like this is still needed
MP5 Viewmodel
Viewmodel only
https://files.facepunch.com/rickgreeve/MP5_render_sbox_1.jpg
diver hatchet - item update, sounds set up & screen fx
Revert "NetRead uses ByteStream under the hood" - see if this fixes @ryleigh's bug
Avoid models rendering black when assigning blendable to them
Video Recorder (#1100)
Adds tools only video writer, used for creating asset video thumbnails.
Merge from /main/ferry_terminal
Free paintable texture when the paintable object is destroyed instead of letting Unity do it later
Fix painted texture disappearing way too close on the female variant of the egg suit
Simplify ILHotload error report change summary