106,759 Commits over 3,836 Days - 1.16cph!
Added more graphics settings
Include every graphics setting
Potential water catcher changes to improve server performance on long water catcher chains:
When a water catcher is going to generate water, check to see if we can find the eventual destination of that water and instead deposit the water there instead.
This involves skipping the in-between catchers in a chain to prevent each catcher getting turned on as it receives water and then getting turned off as it passes the water on.
This eliminates a lot of IO overhead as each activation/deactivation involves a nework update for the entity
Comment only, after doing some performance testing
Merge Main -> PhysicsLayerRevamp
Instead of doing the Impostor camera culling layer switch in ImposterRenderer, turn Impostors on and off via PreProcess in the Imposter scripts instead
fix snowball gun inventory handling sounds
reapply present drop open/close sounds
candy cave entrance ambience
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Fixed NRE errors in the Impostor system when SystemInfo.supportsInstancing is false
fix reverb in candy cave entrance
candy cave and present drop open/close sounds
missing changes from xmas music commit
Fixed two bad parameters on the rock_pile_cream material to get rid of the black tar.
Base of client & gameplay analytics
candy cave ambience & reverb settings
Merge Main -> PhysicsLayerRevamp
Handle UI for weapons that don't use ammo
menu videos xmas rotation update
Merge from detailshader_world
added weaponrack.showUI convar
Fixed issues with normals
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fixed santa sleigh weird altitude lerping
Updated burlap sack to Tom's Xmas sack
Added LookatTooltip.ForceClearGroupOptions() to reset the delay for showing multiple radial menu options text.
Reset the timer when targeting weapons on the rack so the "extra menu options are available" text doesn't appear when quickly hovering across different weapons.
adding AssetFolder.cs to main
wip UI, show weapon name + icon, ammo icon + count when hovering a weapon.
protobuf.
added a third version of the gun rack material, an inbetween of A and B
- added textures and material
- shares normals from B
Disabled LightEx from the bounce because potential timing desync
Made the alarm & bounce pulse.
Clipped the PFX prefab onto the ice throne.
"Take All" now prioritises holding the targeted weapon above the others.
Merged shader changes to blend layer XZ UV projection / this will fix inverted normals on the gingerbread floor
Return correct grid cell index when holding a weapon and targetting a blank cell to fix showing "Take Weapon"
Ice Throne/Vest/Mask - cine materials + prefabs