239,329 Commits over 3,837 Days - 2.60cph!
editing blunderbus viewmodel animations
Just exit playmode on Game.Close in editor
sprite y offset
shadows
sprite depth
Delete the sks item skin asset, prevents it from being crafted as a SAR skin
Update skin list
WIP sending a special death info to the player when they die due to sleeping in a safe zone
Leaderboard backup, run #
11466
merge queue_tracking -> analytics_server_profiling
Track queue size, events processed & execution time per queue per frame
- bool to enable / disable it of course
Split ObjectWorkQueue out of ObjectWorkQueue<>
Rename some variables to uppercase
Hide the health bar of the entity the player is looking at while in ADS and the hide interact text while aiming option is set to true
Also optimised the health bar update method to remove an 80b/frame allocation and a 90b/frame allocation when looking at a building block (regardless of the ADS setting)
merge from main -> analytics_server_profling
killing enemies etc
use og version's measurements
add status
coins
Adjusted motorbike fuel use
Fixed pedal bike being invisible since the LOD model update. Just assigned LOD0 for now, keeping the rest the same
Use drastically less fuel/sec on human-powered bikes. Let's not starve to death from a two minute bike ride
Working human fuel functionality for the pedal bikes. Takes from the driver's food and water instead of low grade fuel in a tank
Send the cargo ship patrol path to the player, render it on the map
Blur method solution test
New human-powered fuel class + more refactoring
Updated wire materials, fixed the weird reflection on directional materials
Refactored colored IO lines prefab spawning
Better fix, roll the ladder root into the same entity flag toggle as the netting as we want to show them together
S2P harbor_1
Refactored fuel system to be passing into VehicleEngineController via an interface, so that we can do fuel powered or something-else powered vehicles (e.g. pedal bikes will be human powered)
Move the ladder on the rotating crane into a new root and toggle it via an entity flag toggle so it's only visible on the crane on the shore side
Add BaseInteractable, moved some common stuff into there. Added WeaponPartInteractable, in preparation for being able to interact with the MP5's charging handle
M4A1 magazine seperated
includes empty and full version as bodygroups
Updated importer to handle different atlassing modes
Added shadow pass
Better shader defaults
Fixed gloss/rough issue
Removed world model mags, we're not doing it like this
MP5 magazine seperated
bodygroups of a full and empty version
Recycler now also RNGs out remainder of resources when crafting recipe has >1 of an item rather than rounding up
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MP5 separate magazine models
Fixed MLRS screen map stencil sometimes clipping into the players legs.
Delete GameManager (has been replaced by Game for ages now)
merge from favorites_fixes_2
merge from electricity_power_fixes/2/doorcontroller fixes
merge from fix_highwall_guide_clipping_movement
merge from /helk_qol_01/barricade_snapping
fixed barricade starting rot