240,743 Commits over 3,867 Days - 2.59cph!
Rescale body when setting transform with different scale
add Gizmo.Draw.SolidNavigationMesh, LineNavigationMesh
Remove the debug gizmo text output in CharacterControllerHelper
merge from base_decor_DLC
merge from base_decor_DLC
Test mount/unmount VPK methods
Remove file extension when passing to Mount/UnmountVPK
Use ChangeExtension instead as apparently this preserves the path...
Fix IsVPKMounted check not working
Leaderboard backup, run #6773
Placement improvements, tutorial should now be mostly completable with new mesh
Main camera mask edit to include the new layer
Additional physics matrix collision setup. Also allow physics debris to collide with ragdolls.
Moved all non-bush content off the Bush physics layer. New "Physics Debris" physics layer used for world items and other physics-based debris (e.g. collectable keycards). This new layer collides with vehicles (but not players).
Save the baked foliage into a special mesh that just stores data.
Just baking the generated meshes to disk would take up about 250mb of memory in meshes, saving the positions straight into a serialized asset was tanking editor performance, so the positions of each foliage piece are saved as vertices in a data mesh
Load the foliage on the client when loading into the tutorial
Simple debug drawing for sphere and capsule, they were drawing too much geometry
Replicate shadow casting and layers
Exposed parameter didn't save? Try again
Match compressor on all audio mixer snapshots
Make sure compression var is saved
SweepBody, SweepBodyMultiple
Switched again to -6 and -12
Reduced threshold settings slightly after testing to -6.5 or -13
New game menu audio option for dynamic range compression. Default is None. Can also select Low (-7.5dB threshold) or High (-15dB threshold)
Un-bypass the master buss audio compressor, but with 0db threshold by default. Set attack to minimum (10ms) and release to a smooth 600ms so we don't pump too much on gunshots.
Add missing TagManager layer name change
Added ability to load saved foliage
Changed all bush colliders to triggers
Renamed Debris layer to Bush. A few random things remain using the layer that aren't bushes - they will be reassigned soon. Bush layer no longer collides with anything in the physics matrix.
Copy splat settings to material
Activate non solid contacts regardless of if neither is dynamic (triggers)
Test map stuff for testing. Vehicles, keycard.
Moved a couple of world models from Debris to the Default layer (the layer is always set via whatever layer is set on generic_world.prefab anyway - usually world models use Default on their own prefab in the meantime).
Moved ice AK ice FX from Debris layer to TransparentFX.
Moved some spray can components off the Debris layer
Add clear option to poster
Wanted poster setup
Fixed some trophy exceptions
When resuming industrial line, check LOS of each segment incase a wall was placed that blocks part of the pending pipe (clientside, server already validates it)
Updated code from `threadsafe_protobuf`
Fix pending wire sometimes not being cleared when starting a new wire
Don't play wire connect effect when reconnecting wire