113,355 Commits over 3,959 Days - 1.19cph!
Applied subtle fade in and out to backpack UI when opened/closed
Use a HashSet when calculating marker clusters, makes generation twice as fast (3ms = 100 vm's goes to 1.5ms)
Prepool 25 shop markers and clusters so first run is faster
Fix compile error of editor holster tool
Set dressing harbor2 progress
mossy tire stacks material variant
Fix cloth on projectiles and world models having the wrong gravity direction
Probably fix stretching of cloth when teleporting large distances
larger detector flags
white lantern unlocked by red lantern
show flag health
detector spots in tundra
player update. exported building plan animations
Reposed hide shirt to match updated player rig
City hall colliders / glass colliders
Potential fix for Particle Accum Layer breaking when rotating object
Set dressing harbor2 progress
mossy containers
mossy rubble piles
mossy plywood walls
Moved legacy shelter icon layer to be the same as sleeping bags
Restore the additional detection distance range
player update. updated bandage animation set and entity
merge from metal_detector
Merge from alternate_detection
Merge from metal_detector
Metal detector unlock 500 -> 75 scrap
merge from metal_detector
merge from CNY_DragonLauncher
Improve performance of vending machine screens
In a test of 200 vm's in network range, the cost of updating these screens is the highest single cost in the game (about 0.46ms a frame)
Updated screen script to use new NotifyLod system to use the regular LOD system rather than checking camera distance every frame
NotifyLod now turns off the screen component when out of range, completely removing the runtime cost if the player is more than 15m away
Reimplemented the fade in/out that was commented out due to a memory leak, reimplemnt it with MaterialPropertyBlocks for better performance
Updated all vending machine prefabs, monuments will need a S2P but backwards compatibility is preserved so they can still run in the old mode
Fixed big light in vm camera
Add viewmodel camera support to metal detector, use EffectParent on light objects
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Lighting tweaks.
Viewmodel renderer script to the long range bulb (but lacking code support to function atm)
Prevent right clicking character model to rotate it while backpack is open
Potential fix for GetFacingLiquidContainer NRE
Potential TryGetAimingModule NRE fix
Removed the worldmodel meshes as they were identical to the skinned meshes and not used anywhere, they'd still be included in asset bundles and loaded though
Fixed duplicate LodGroup on heavy scientist figurine, fixes a warning when the worldmodel is spawned
added large backpack drop + recycle stats
metal detector balance
metal detector tech tree
Allow dropped items to sync their network group without constantly syncing their position
Add support for an alt aim animation, currently just set locally and not via ModelState
Used to switch to the slow detector sweep on the third person shadow model as the player gets close to a target