110,131 Commits over 3,897 Days - 1.18cph!
Merge from pistol_slide_remerge2
Merge from pistol_slide_states
Cherrypick
77886, ignoring merge tracking
Merge from pistol_slide_states
Cherry pick
77900, ignoring merge tracking
talk_05 cinematic anim + tweaks to talk_04 compression
Gesture anim project backup
Basic attack heli vehicle setup
Attack heli item (for repairs) and icon. Attack heli prefab WIP.
▋█▆▉▍ ▌▌▆▍▉▋▋ ▄▇▊▊▅█▄ ▋▅▇▄▍ ▉▋▅▆▌ ▊▊▊▆▄▍▅ ▆█▍▍ ██▄█ ▊█▊▆▉▅ ▌█▄▄/▇▇▇▆ ▄▅▋▊▇▆▌
▆▅▉▇█▄▇: ▋▋▅ ▄▍▇▌▍ ▄▊▌▍ ▇▄ ▅▍▊█▅ ▆▉▊-▌▇▇▌ ▄▊▄█▌▌ █▊ ▅█▇▅▉▆▆█▍ ▋▄▆▌▅▅ ▆▍ ▍ ▇▋▋▅ ▍▌▊▄▇▆ ▌▉ ▌▄▉▋ ▌▊▉ ▉▍▌▄▅ ▊▅▆▄▄▍▉▌
Fixed some event sfx repeating once when a shot playback ends
Add graphics.dof_kernel_count convar, supports 0-3
Sets sample count to 28, 64, 128, 512 for smoother looking depth of field
Current setting is hardcoded to 28 so this should have no impact on regular gameplay
Rename a few helicopter classes to more closely indicate their function
Subtracting
78457 (as far as I can tell LinuxHeadlessSimulation is the same as CloudRendering)
Replacing BuildTarget.StandaloneLinux64 with BuildTarget.LinuxHeadlessSimulation for server builds, which has no documentation anywhere (# of Google results: 6) and appears to potentially represent a third way of enabling headless mode on Linux
Subtracting StandaloneBuildSubtarget.Server
Conveyors will now calculate Min/Max filter amounts based on the specified input/output ranges (eg. the left slot on the locker already only added/removed items from the first locker set, but now it will only check those slots when calculating how many items are in the container when evaluating filters)
Cherry-pick neither-server-nor-client compile fixes, Main -> Experimental
Let's try setting script defines in BuildPlayerOptions
Subtracting
78442 because SwitchActiveBuildTarget does not work when running the editor in batch mode
Added a few comments and things to the new neither-client-nor-server compile fixes
Fixed compile issues caused by
78446 when SERVER or CLIENT (or both) *are* defined
Fixed all compile errors caused by having neither CLIENT not SERVER defined
Merge from watercatcher_perf_improvements
Fix static water catchers throwing an exception
Merge Main -> Attack Helicopter
Ah, yes:
EditorUserBuildSettings.SwitchActiveBuildTarget( buildTargetGroup, buildTarget );
EditorUserBuildSettings.standaloneBuildSubtarget = standaloneBuildSubtarget;
cobblestone road models greybox
cobblestone road textures
Disable debug grid drawing.
Additional test save.
increase max slots, handle being full and trying to add new item
Possible fix for vehicle window shader bug
Repklacing BuildTargetGroup with NamedBuildTarget which as far as I'm concerned is the exact same thing, but BuildTargetGroup is missing some things that NamedBuildTarget contains (like the headless server)