121,129 Commits over 4,018 Days - 1.26cph!
Create sleeping bag corpse as a variant of the normal sleeping bag prefab
- keeps all respawn prefab setup identical
Fix corpse not being spawned from `ent kill` after refactor
Reassign all the corpse references since the field name was changed
Refactor / rewrite so that corpses are dropped from `BaseCombatEntity` instead of `StorageEntity`
- rename methods like `DropCorpse()` -> `DropDeployableCorpse()`
- keep it seperate from normal animal & player corpse code
Add a bit of randomness to the starting rotation on client only (doesnt affect the hit box)
Add support for sleeping bags corpses to be destroyed after a player spawns on them
More realistic boomerang rotation! What boomerang only rotates on one axis anyway?
Half boomerang outwards travel distance
Set viewmodel loaded anim param
Added support for fog and snow machines
some aggressive optimizations to vectorize better, mostly switching out repeated inline coordinate->index operations with single int2x4 operation - makes a difference with the loop count we're looking at
Added snake to hunting trophy (large)
Merge from env_volume_performance_testing
Fixed a bug that caused the deferred indirect lighting pass to not run
Slightly increase snake slow duration
Baseball Cap - Added new baked AO texture and also turned it into the gloss channel for the existing spec texture
Large Wood Box - Added an interior mesh to the box, with normals pointing inwards, and a new UV shell in a spare space to allow for much improved transparency support on this asset, giving workshop creators a lot more freedom
Updated all textures to support the new UV shell, the rest remains unchanged (Not really necessary since it wont be seen on the default skin, but might be useful to creators that don't export the model to find the new UV)
fixed material setup on security gate
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added effects game object in prefab
copied similar lights from duo sub and tweaked values
cant save thrown boomerang
- Retain Boomerang on hit (lodge it like other projectiles)
- Scrap bunch of left over hatchet stuff on world model
- Setup semi decent LOD values
- Standardise both thrown and world model settings
Rover Sub
LODs, Col, and GIBs
materials and textures
setup propellers individually to be controlled via code
Updated hide pants and hide shirt material dirt layer
Added spec/gloss texture to hide pants and hide shirt, plugged existing AO texture in and tweaked material to use it
Refreshed LODs with the new lod baking tool, a first pass
Update: adding throw away tests to investigate how I cuased a native crash yesterday
So far everything points to BasePlayer being removed after we cache all transforms for the burst jobs and before the first RecacheTransform invoke, but I haven't tracked where it's coming from.
Tests: ran the hacky unit test
Merge from env_volume_performance_testing
Removed the additional flags buffer from the deferred indirect lighting implementation as the data is now packed into the emission target's alpha channel instead. This should hopefully fix the performance issues with the deferred indirect lighting.
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Animation updates for boomerang viewmodel content
Desal tanks texture update
Desal tank LODS and prefab update.
Fixed bug causing has thrown not to be reset properly (clientside)
Double max placement distance for wall mounted hanging banner, no need to build annoying scaffolding for placement - https://files.facepunch.com/Alistair/121/03/2025/4p71/Unity_YR5BwCX2Mx.png
Pole banner max placement increased
Pole banner can now be rotated before placement
Pole banner can now be placed on construction
Route catch through RPC rather than flags to reduce the back and forth