201,593 Commits over 4,171 Days - 2.01cph!
grenade throw distances unified
grenades are a lot more predictable, less bounce, more friction
Quick fix for high external gate sounds
Fixed fog-to-alpha in globalfog and ppscatter to eliminate need for explicit ordering
Added high-perf GPU-based water simulation and removed all traces of threaded CPU-based simulation; now sync on render thread via command buffers
Added water fallback to lowest quality if GPU-based sim is not supported
Tweaked water local reflection to be slightly faster; longer vertical reflections far away
Merged in changes from Before; renamed shaders, minor refactor
- Can now specify a range that mission objects will start to be tracked by the on screen arrows. Once "discovered" an item will always be tracked, regardless of distance.
- Collect mission now hides arrows until items are nearby
- Can no longer damage off-screen stuff
- LevelBuilder now waits until the next frame, after receiving level generation success event, before setting up the mission to work around the DunGen beta issue
- Removed some shit from town scene
Fixed index range errors in Stat+Tickable
Fixed a bunch of bugs with SmartObject subscriptions (now SmartSubscription)
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cleaned up temple ref folder
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Bucket of fixes for signs/banners
all chopper gibs are two sided
Tone down yesterday's ssr tweaks a little bit
Merged latest water changes to main
- Placeholder collect item update
Removed deprecated FFT code
GC opt in UnitCanFindCraftingItems/FindItem
batched meshes, wall.window socket update
wood shutters prefab, anims
- Missions now have a DepthBudgetMultiplier, which can be used to modify the spawn budget of a room the deeper into the level it is. (so levels now get harder the further you get)
* Added new soundscript stuff from TF2 update & new map icons
* Added CreateParticleSystem( Entity e, string eff, int PartAttachment, int EntAttachment = 0, Vector offset = 0 ) - returns CNewParticleEffect
* Added CNewParticleEffect.IsValid()
* Added CNewParticleEffect.SetControlPoint( int cpID, Vector offset )
* Added CNewParticleEffect.SetControlPointOrientation( int cpID, Vector fwd, Vector right, Vector up )
* Added CNewParticleEffect.SetSortOrigin( Vector origin )
* Added CNewParticleEffect.GetEffectName() - Returns string
* Added CNewParticleEffect.StartEmission( bInfiniteOnly = false )
* Added CNewParticleEffect.StopEmission( bInfiniteOnly = false, bRemoveAllParticles = false, bWakeOnStop = false )
* Added CNewParticleEffect.GetOwner() - returns entity from CreateParticleSystem
* Added CNewParticleEffect.AddControlPoint( int cpID, Entity ent, int PartAttachment, int EntAttachment = 0, Vector offset = 0 )
* Added CNewParticleEffect.StopEmissionAndDestroyImmediately()
Added atmospheric rain music
Automated Linux DS Build #24
Automated Windows Build #25
FindItem fixes, removed IM considerations from most DSEs
Breeding group tweak to avoid stupid shelter seeking behaviour
Optimized ItemManager's FindBest* functions a bit by way of caching.
-removed useless vec2 allocations
-caching IQ objects in Zone+InfluenceMaps
Fixed door close sound playing with first interaction of door
Added BaseEntity.Flags.Busy
Cannot interact with doors while closing or opening
FindItem RunImplementation tweak