257,688 Commits over 4,049 Days - 2.65cph!
Also deform spine on croc snap attack
Merge: from baseplayer_dispose
- Fixes the error log spam on staging
Tests: local 2 player session, 2nd player disconnected, triggered GC - no errors
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Fix animations being re-imported multiple times
Add more logging for null anim NRE (as no anim seem to be null from inspecting croc)
Resource finalizer queues dispose and unregisters on main thread. Assert ResourceLibrary.Unregister as main thread only
NavMesh only allocate debug draw buffers if we actually want to draw
Disable Navmesh generation on prefab scenes
Merge from fast_debug_draw: Fix memory leak in DamageTracker
Fixed memory leak in DamageTracker
Add NotCloned flag to prop procedural components. Rebuild prop components on IsStatic change
created a bespoke rig for adobe gate as the frame was made non standard. This allows the hinges to be in the correct place and avoid relying on pivot offsets to clear frame.
updated prefab and relevant models
shield break heal perk
shield break aoe perk
radiation perk wip
Leaderboard backup, run #
18365
Merge from softcore_update
Use blue channel vertex colour as phase offset to wind when DisplacementOverride is enabled
Added server.pvpBulletDamageMultiplier
Modifies all incoming bullet damage if the attack initiator is a player (will not apply if either the attacker or the victim is an NPC)
Set to 0.75 on on softcore, which reduces pvp bullet damage by 25%
merge from softcore_update -> tc_changes
merge from softcore_update -> aux2
merge from tc_changes -> softcore_update
Merge from coop_improvements
Another attempt at fixing the ShouldDropEgg chicken NRE
Adjusted the egg drop process so it ejects backwards from the chicken, not from the side
Siren- & strobe lights.
Added a twin-beam siren light emission texture.
Set TC corpse protection to immune
Set decay of TC corpse to 48 hours
Bind all mips for QuarterResEffectsBloomInputTexture, fix bug with lighting on bloom layer
Fixed birthday cake not showing consumable information in the inventory
Fixed EffectParent component printing that it was finding colliders on every vm effect even if the returned collider list was 0 size
Remove postprocess methods from toolscene
Explicit clear flags for ResolveHDRToFinalSDR
[pick] Bind all mips for QuarterResEffectsBloomInputTexture, fix bug with lighting on bloom layer
Fixed not being able to insert birthday cake and honeycomb into chicken coop despite them being listed as compatible
AND, OR, XOR, SSwitch & Timer lighting overhaul.
Fixed a pooling issue when using the applyRandomisation debug command
Fixed incorrectly configured gibs on the frontier walls
Apply same player proximity checks when creating redirects as the simple upgrade system
👻 Bloom layer 👻 in Bloom2
https://files.facepunch.com/sampavlovic/1b1711b1/i4f9f6CpGL.png
Remove native postprocessing from renderpipeline
Remove stage2 rts from camerarenderer, pointless now, remove parts of postprocess pipeline from it
Remove RenderingPipelinePostprocess
Start removing PostProcessingSystem
Get rid of native PostProcessSystem entirely, current components need reimplementation now
Remove all mentions of stage1/stage2, copy HDR intermediary texture back to SDR if formats are different
Remove Valve's post_process and gaussian blur shader
Remove msaa_resolve tonemap_resolve too, not used
Removed unused stuff from pipeline
Resolve to SDR in correct color space
Add Tonemap and VOlumetricFogManifest in RenderingPipeline
Remove deprecated gaussian bloom blur material
Bloom layer from managed
SetGlobal for all command list methods
Use ToColorHandle in DepthNormalPrepassLayer
Gaussian downsample this bloom layer
simplify some perk networking
healing bullet perk
player join/leave messages show avatar
add more old files, etc
unit shield status
shield perk
Merge from softcore_update
New rebase, top level branch
Automatically play a gesture when throwing the boomerang (temporarily a wave for now)
-Stop gesture if projectile hits something
Merge from softcore_update
Merge from deployable_corpse