6,548 Commits over 1,066 Days - 0.26cph!
Require manual periodic stirring of the bio mixture to ensure its turned into low grade
- Setup biofuel generator ui
- Takes in food, converts to low grade
- Basic script setup
- Initial IO power input
main -> grenade_client_prediction
main -> biofuel_generator
Hide the panels a little bit if you are orbiting around the character
Move the expand button over to the right
Client caches rendered icons before joining
- Attach characters to specific servers (so on joining that character is bound until next wipe), subsequent changes wont affect the character on the server
- Modal improvements
- Setup sever character selector
- Can pick your caharacter before joining a server
-Reduce portrait background opacity
- New cancel colour
- Stop carpet feet clipping
- Move title down a bit
- Reduce no color picker spacing
- Stop colour swatch's being squashed
- Stop colour swatches having thick borders
- Fix edit system not working
- Ensure icons use the studio lights
- Turn off animations when you zoom in enough
- Bring back 'rotate' text
- Desaturate unselected slots
- Fix dust not showing
Keep the current slot icon rendered until its replacement is ready
- Stops flip flopping between empty and full
- Reduced the thumbnail stage from 523 objects to 21
- Spread thumbnail work across frames
- Stopped thumbnails forcing unrelated textures into full detail
Overall reduction from 300 ish ms to 80ms
- Help window
- Increased size of the creator window
- Minor icon size polish
- Tighten up some colouring, spacing etc
- Stop the eyes working at weird ass angles
- Add slot icon rendering
- Ensure ui takes up the whole page
- Shrink choice down a little bit
- Fix weird eye rendering in character customisation
- Add color selection system for hair/skin colour
- Add spotlight above the character
- Dont rerender all icons if you change colour
main -> grenade_client_prediction
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- Fix rendered icons not using the same cubemap
Fixed super tight fov on character creator
- Bake a reflection probe inside the customisation scene
- Setup new cubemap as environment default
Can no longer clip the character preview camera into the walls/props
- spherecast and pull itself out of geometry
- Much better apartment scene setup
- Better composition
- Slightly modfiied lighting (more work to go)
Fix reloading to a different arrow type causing arrows to be loaded after the arrowhead
- Dont run the icon cache for the category we are currently in
- Renderered tiles 256 -> 512
- Preload faces in the background right after the page opens
Put all faces into the face selection
- populated according to the bodytype you've selected
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