241,045 Commits over 3,867 Days - 2.60cph!
v_usp: set noise idle layer to 9 fps playback instead of 10 so that it desyncs over time with the breathe idle layer
Animgraph: Save and restore camera settings
Leaderboard backup, run #5262
Combat misison pt2 setup, bear spawning
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Animgraph: Enable settings button for scene widget to control lighting rigs etc
Animgraph: Hide gizmo and ground plane when locked onto bone. Default fov to 90 (max requested)
Fixed acquire mission objective type not properly registering items acquired that get stacked
Set up misison flow and conversation for hunting/cooking mission
Merge global_networked_bases/proper_disable_command
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shock target wip
more shock target
delayed shock
delayed shock particle
v_mp5: implemented ironsights (see commit comment)
Ironsights can be either code-driven or mostly animation-driven:
• "ironsights" enum, default 0. If set to 1, will trigger the different layers and behaviours required, but will not offset the weapon. Consider it to be a "do the offset yourself" mode. 2 and above will match the different attachments available on the weapon.
• "ironsight_fire_scale" float, ranges from 0 to 1, default 0.5. Choose how much scaling down to apply to the firing recoil animations while in any ironsights mode.
Add `InstancingConfigComponent` to root level of component
Add option via the config to disable instancing on a prefab
Disable instancing on `junkpile_i` as it uses a cliff child prefab that supports instancing
Also disable instancing on portal prefab
Clamp panel scroll so you can't hyperscroll into oblivion
Add Editor.MapDoc.MapStaticOverlay
RenderAttributes.GetInt return type should be int not float
Hammer material drop target can do static overlays, rework so you don't need explicit tags on asset.party
Dragged static overlays use material mapping size
Fix crap overlay angles from normal
Fixed overlapping IsInTutorial and LoadingAfterTransfer flags
Fixed broken harvest and crafting mission events
Merge from global_networked_bases -> main
Disable instancing on deployables it was unintentionally left on
Enable instancing & global networking on large furnace
Don't let mousewheel up/down execute double clicks
Add button in editor to list every prefab with instanced rendering enabled
Remove instancing from metal shopfront due to glass not working & incase it murders performance if I fix it
Fix wooden shopfront door
Fix all door prefabs
- external gates
- cell door
- garage door
- square + triangle ladder hatch
- fence door
- double doors
Players can no longer dismount the parachute for a second after deploying the parachute (see BaseVehicle.AllowPlayerInstigatedDismount)
Prevents accidentally dismounting the parachute if player is spamming the Space key to deploy
The player can still be dismounted during this window via other means (hitting something, getting shot, etc)
Only run the landing camera animation if the player is dismounted due to a collision
Fixed animated screen shake not working properly, now has to be parented to a player to work
WIll only apply to the camera if it's parented to the LocalPlayer
Remove `StripEmptyChildren` from garage door & ladder hatch to fix codelocks
Attackheli gunner camera clarity iteration.
Standardize `IsInstancingEnabled` and `IsInstancingDisabled` based on convars
Increase size of inside checks on spider web deployable
Set Cathode effect downscale to 1, since Downscale off seems to use the default (4)
Merge cathode-tweaks -> main