6,592 Commits over 1,066 Days - 0.26cph!
Dont spawn muzzle flash for distance gunshots (I was showing flash as well as sound for all distant gunshots)
- Caused some un-needed CPU overhead for distant shots since they had particle systems
Don't run lights or particle system IK effects ion muzzle flashes if they've faded out
Lights and particle system IK were still running on the background for complete muzzle flashes that weren't yet recycled
With 20 bots firing AK shots simultaneously:
- Saves ~0.5 ms on particle systems
- Saves ~0.3ms on lights
- More savings with reduced shadow jobs and update handler not having to go over each of the stale lights
Around ~1ms in savings
nan_waterheight_fix -> main
Fix NaN values sometimes being generated for water level
Only use steam queries when we cant find the answer in our cached lookup (stops us flooding the initial network requests)
Prevented throttled qsteam lookups from dumping alll the previous quick join results when they return. This was causing quick join to populate then empty out at random times
Fix the quick join menu not showing any entries
flexbox_outofrange_nre -> main
Fix Flexbox Out of Range error
- When stirring the generator you're now mounted (just at current standing position)
- When letting go of E stop the mounting
- Show 'no electricity status' if stirred but no power
Add in a stir status panel showing if we are currently stirred or not
main -> biofuel_generator
country_selection_refresh -> main
- v3 country selection screen
- Better handling for automatic country finding
- Fix automatic row not beign the same width as the country rows
- Fix numerous bugs with selecting region then turning on automatic again/removing it etc
- New country selection UI
- Split countries into continents
- Add tab based movement/highlighting
- Fix auto detect not working properly sometimes
- Replace selected country with auto detected if they mis-match and you have auto mode on
- Add a few missing country centres
c4_client_prediction -> main
- Add support to satchels
- Clean up ugly requirement for hideuntilmobile
- Auto handle visual grabbing in preprocess step
- Much better c4 prediction settings
- Changes to hide/show events on c4
- Fix prediction rotation blending not taking place across the whole allocated distance
- Add the ability for predicted grenades/c4 to follow bone rotation on deploy
- Add hide/show to our legacy c4 animations
- Clean up throw prediction settings
- Custom Show if attribute to eaisly hide fields in inspector unless another field on the same object has a value
Add support for c4/satchels
- WIP (throwing animations still look bad)
- Generate C4 predicted prefab
grenade_client_prediction -> main
- Fix complex on throw result
- Compile fixes
main -> grenade_client_prediction
report_player_bots_fix -> main
Stop bots showing up in the report player window
server_browser_filter_fix -> main
Fixed player count of gamemodes changing when you click on different game modes
Fix server browser gamemode filters showing inaccurate numbers and possibly mixing in other gamemodes that arent specified on your search
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Dont call TryGetComponent 16 times a second
- Minor code cleanup
- Codegen
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- Revert back to a simpler model of just client simulating the physics of a predicted grenade on ground hit
- Back out of predicted grenades if it's obviously clipping through a surface
main -> grenade_client_prediction
- Gate all prediction errors behind a preafb
- if prediction fails, just dont bother with it
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- Large code cleanup
- Remove a bunch of unneeded, over engineered crap
- Move HideUntilMobile preprocess into throwghost
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