106,723 Commits over 3,836 Days - 1.16cph!
quick temporary hacky test of applying pivot
Set up correction forces on Rhib and Rowboat. Clean up.
Reapply removed #if CLIENT
Applied #if to disable all of gameplay analytics code to be safe
- cleanup
- manifest can disable server analytics & set it disabled on server by default
Region out gameplay analytics
More progress, fixes, auto create render center offset in setup tool.
Vending machine loot panel will now attempt to remember current buy amounts when refreshing due to the vending machine inventory being modified (old bug, but made worse by industrial inputs constantly refilling vending machines)
Add Turn On and Turn Off inputs to crafter (toggle input is unchanged)
Fixed filter pass/fail outputs staying active after turning off a conveyor
Added an extra slot to each workbench for industrial crafters
Fixed crafter not being able to craft blueprints that require more than one full stack of an item (eg. high external wood walls require 1.5k wood)
Crafter can now start a craft if required ingredients are split across slots
Log server performance too & double check seperation between client & server stats
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Fix electric furnace not properly declaring input/output slots
Fix storage adaptor lights flashing once when getting placed
Replaced placeholder FX on Crafter
Fixed subsequent storage adaptors in a chain of storage adaptors not flashing green when receiving items
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Added Shadow Scale Bias control (_LightProjectionParams.w) defaulted to 0.98
Enable fog when RC controlling an autoturret to show their range
Scale up the autoturret's laser dot while RC controlling so it can be used as a crosshair
More compact format for ForwardTest shadow map and updated replacement shaders
Added terrain and base core to depth gen + cleanup
Fixed bushes spawned through the decor system not casting any shadows
Allow conveyors to reach beyond a storage adaptor when looking for inputs, can now chain together multiple containers without need for a combiner
Conveyors will stop looking for inputs if they hit a storage entity that is not an adaptor or another conveyor
Conveyors will draw from a maximum of 16 containers per tick
Remove dryfire sfx event from start of v_semi_pistol@slide_back, fixes sfx playing when switching to an empty p17 or semi auto pistol
Added givebp convar to add a blueprint to your inventory for testing (eg. givebp hatchet)
Remove ragdoll layer from submarine parenting
Fixed pipes not getting disabled by LOD