249,818 Commits over 3,959 Days - 2.63cph!
Process events from the dedicated server
Leaderboard backup, run #
16877
day survivor spawn
rescuable map vision
a starting survivor spawns with ammo
survivor hover outline
box select detection improvement
day soldier spawn
survivor outline fade
Add Graphics.Draw that takes vertex and index gpu buffers
Applied standard icon import settings to siege, crossbow and shield icons
Removed an old temp shield icon
Put the arrow head debug spam behind a convar (MiniCrossbow.DebugMode)
Manifest rebuild, fixes some error spam when spawning crossbow
Fixed all the broken worldmodel links
(Wrote an automated tool to copy them across, impossible to test them all but they seem fine after some spot checks)
Fixed broken deceleration by
110601
Graphics.ResourceBarrierTransition for non generic GpuBuffer
Fixed unassigned metallic texture.
Various flame ammo related stuff
Plastic bottle ammo is a little transmissive.
Omni flame atlas resolution larger.
Scene backup.
Fixed horse protection not scaling player damage
Enabled mip maps on all siege weapons related icons
Adjust the intensity of the sun light in the icon render scene
Removed combatlog 10s delay for admins and developers
Whitelisted horses for elevators
4ShotMiniCrossbow -> primitive
Fixed arrowheads appearing on the wrong slots
Fixed horses not taking fire damage
4ShotCrossbow -> primitive
- Do effect events for deploy and dryfire
- Merge conflicts
- Manifest
Minor hip motion fix when braking
Can brake using CTRL
Tweaks, cleanup
primitive -> 4ShotMiniCrossbow
Reintroduce animation curve to shoot rotation (it had reverted to being linear again)
- Added effects to effects folder
- Setup scope attachment points for vm and wm
Added sliding behaviour when going up or down a steep slope
Improved backward movements
Fixed some animation bugs
Get rid of string allocations in ComponentReference.Resolve()
3rd person fire effect if loaded fire arrows
Fix broken override controller on 3p anims
lunar new year wallpaper variant materials, textures, icons, item prefabs
4ShotMiniCrossbow -> primitive
Properly toggle the rendering of crossbow bolts in the world model so players can see how many bolts others have in their crossbow simply by looking at it
Using fancy bolts with larger arrow heads makes them easier to count
Should be continue rather than break, fix undefined identifier if S_MODE_DEPTH_NORMAL is not set
Ignore and don't compile combo if it's not referenced by a mode or feature instead of erroring out, e.g. We want to reference DepthNormal.hlsl everywhere in Class.hlsl, but we want to only have combos for it if we're using a DepthNormal mode without complicating the codebase, this way when adding a new mode that references that combo, it's added to the shader without convoluting the source, argue with me if you think this is shit behavior
Temp bind FindOrCreateRenderTarget and use managed rendertarget for depthnormalprepasslayer
[pick] Use current msaa type when creating a new swapchain for tool widgets instead of using msaa 16X, currently doesn't change when changing settings though
Re-add molotov as it accidently got removed
Restrict additional items
- mlrs
- 40mm grenade ammo (since MGL was already removed)
- all rocket ammo (since launcher was already removed)
- C4
- HV & incendiary pistol ammo
- homing launcher & ammo
Ensure update arrowheads run on client init
- swap to move towards rather than move towards angle
- Play with animation compression
- Patched an animation combiner I found online to work
- Combined reload animations into one clip
- Setup on mini crossbow to use for 3p
Fix restricted items showing up in quick craft