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gmad changes
* Auto ignore .git stuff
* Print out list of files that did not match the whitelist at the end of the console output so they are more visible
* Print out ignored files, and their total at the end of the output
* Added -quiet to suppress spammy messages
Merge Pull Request
Added category for `fofhr_` maps
gmad.exe -quiet for extraction as well
Merge from main -> wire_tool_reconnect
fix for bows offsetting view slightly when deployed
smoother view offset lerping
Updated codegen for planar reflection convars
Made base pyramid available in all shader quality modes (required for planar reflections)
Added cheap forward passes to terrain and skin
Fixed NRE and variant specific shader errors
Flee/attacked tweaks and reduced flee duration/distance
Reduce tutorial bear speeds
More AI design tweaks
Added burst cloth constraints to dracula cape
Additions to .gma whitelist
* Added data_static/ alternative to data/ folder with all the acceptable extensions
* Added materials/colorcorrection/*.raw
merge from brutalist_instancing_enable
skinning tweaks in ghost sheet
merge from global_networked_bases
merge from toggle_vending_machines_map
merge from HomingMissileLauncher
Only chase players from idle state if player is > 60% health
Train tunnel rail entrance environment volume setup
Reduce tutorial bear attack damage
Added MinimumTargetHealthFraction check to BaseNPC.Attack
Tutorial bear won't damage the player if they're under 60% health.
Send global update the next frame (to account for parenting after the entity is spawned)
Merge from main -> global_networked_bases
Merged proper version of /main/uv123-tangent-basis-fix
Tether chickens to short distance from spawn point.
Reduce roam range.
Increase roam frequency
Tutorial specific AI design.
Chickens now only roam and idle, don't attack player.
Rerun doprepare on all mirrors, manifest rebuild
Simplified & fixed FOV calculations for world clicker panels
Call GM:EntityRemoved for full update removes, but with an extra arg
EmitSound precaches the sound when ran in multiplayer serverside
Added NPC:Set/GetViewOffset
First pass on converting the help modal into a single panel that the player cycles through
Added a custom build ping type for better clarity
Added a tutorial stage to build a roof onto the starter base
Reduce chicken and barrel count
Rework deploy pings to be a bit more reliable
Convert build target to use BaseEntityRef instead of copy+pasted id uints
Add a mission step to craft and place a key lock on the door of the base
Wrecked boat instead of a helicopter
Added a key bind to open the current tutorial help panel at any time, defaults to Y
Added some text to the objectives panel to explain the bind