6,355 Commits over 1,066 Days - 0.25cph!
Fix a ghost man occasionally showing up in the character creator due to sss
Add environment reflections to the character stage
- Restores sky reflections in eyes
Force max res mips for all streaming textures when rendering character icons
- prevents camera distance from affecting loaded icons
main -> character_customisation
- Setup lerp system to realign with the server
- Fix bugs with immediate release mode
- New tuning dials (release types, origin types, offset types)
- Setup flare with immediate mode
- Clearup predicted prefab if its turned off on do prepare of an object
- Client predicted throwables now auto create a .predicted prefab which autobakes and handles all of the required prediction backend in DoPrepare
- Added pooling support to predicted entities
- Generated .predicted versions of all the main grenades etc
- Grab a bunch of data in preprocess to avoid having to get it at runtime
Fix arrowheads being missing when equipping a pre-loaded crossbow
- Split logic into a seperate .Prediction file
- Revert RIgidbodyInfo (not needed anymore)
- Move a bunch of bake processing into DoPrepare
- Send client simulated projectile at animator speed by sampling last few animator frames
- Add support for flares/molotov effects - disable the real entities effects
First attempts at spawning predicted grenades at the hand prop position and lerping to the centre of the screen so grenades don't come out of our mouth
Rework grenades/thrown weapons to use Rigidbody Info to grab info for prediction before its removed - similar to vehicles
Steal all of the collider/material/physics setup from the prefab of the object (still happens at runtime)
- Fix incorrect age calculations
- Fix predicted projectiles step not using the sim position
- Lazily resolve grenades predicted visual
- Add convar
main -> grenade_client_prediction
Refactored BowWeapon and CrossbowWeapon to have a shared ArrowWeapon class
Standardise them to have a single exposed 'Extra Arrow Renderers' list that can arrows outside arrowRoot
Standardise turret workflow
Show the crossbow + other bows arrowhead from the reload animation instead of the network update so it lands on the same frame as the arrow
Buff sprinkler rads by another 1.5x
Double radiation output of sprinklers with radwater
main -> character_customisation
pool_ball_moving_fix -> main
Fix pool ball velocity creeping into the next shot
New preview positions - way better
Fix dof being too shallow all the time
Swap the crappy overly complex multipel values for character camera shots over to the same orbit camera sty;e as the render images were
Fix head icons being behind the player
Constantly lerp the camera to the bone position rather than only setting it once on enter
Fix multiple idle animations playing at once - causing jittering and preventing the reaction anims from playing
Better way to be able to preview rendering shots + category shots
Fix character customisation tiles showing up white initially
Clean up min/max yaw settings
New cinematic lighting
Various polish and minor animation changes
Ensure older baked textures aren't re-handed out
Fix indirect instancing bricking renderers in the character creator view
Always use best LODs for character creator view props
Rebuild all the static icons
Swap to medium apartment
Swap live background over to a small apartment
Setup custom lighting for icon rendering
Use a live background in the character creator
Streamline everything into a single CharacterStage prefab
Cleanup old crappy static shot renderer
Embed prediction code in GrenadeWeapon and ThrownWeapon - spawn an instance of PredictedThrowGhost instead
Cleanup previous single component setup
Missing files
Turn off prediction for firecrackers and survery charges
main -> character_customisation
Initial general attempt at grenade client prediction. Works for drops as well as throws
Works for both grenade weapons and thrown weapons
- Setup new Toggleable light weapon as a base type to cleanup the flashlight code
- Prevent having to do two get components everytime TurnOffAllLights() is ran
- Remove the hack in TipFlashlight
Buff radwater so it does significant damage to full kits
Implement new scaling system that reduces rad amounts via sacled protection rather than straight values - used with only sprinklers + rad water
session_modal_overflow_fix -> main
Fix description scroll not working
Clamp some flex elements so the connect modal cant overspill anymore and stretch itself so much that you cant see disconnect
Fix session modal overflowing on long descriptions - preventing you from disconnecting
main -> character_customisation