12,334 Commits over 2,223 Days - 0.23cph!
Fixed event audio slider in options not properly applying convar
Fixed missing storage on snow machine
Fix RendererLOD switching to rendering shadows only if it's disabled by a HLOD component while still in rendering range
Use SupportsPoolingInParent on ReverbZoneTrigger
Fixed non-lodded pipe in supermarket
Fixed non-lodded broken tiles in gas station
HLOD meshes now get culled as part of the occlusion culling system
Fixed some missing structures in water treatment plant
Merge from halloween2022/mine_tnl_pooling
Fix deployed boom boxes throwing errors during demo playback
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Renames for clarity
Fixed arm meshes not being marked as update when offscreen
Add global.hideinteracttextwhileads, makes the interaction text (eg. "Open Door") mostly transparent and moves it down the screen to keep it out of the way of the crosshair while in ADS
Remove editor only framerate cap debugging
Rework how we store the framerate cap to fix some issues with the menu cap
Fixed missing legs on small oil
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Added Turn On and Turn Off inputs to the strobe light and fog machine (toggle inputs are unchanged)
Fix emission colour
Add another LOD to the world model
MaterialParameterToggle can toggle emission as well
Fixed shader keywords not getting updated
Pipes are constructed in local space, still has rotation issues
IO entities now have a handle direciton as well as position for better pipe positioning
Fixed incorrect viewmodel shadows
Add FPS.limitInMenu convar that limits the game to 60fps when in the menu and not connected to a server
Added a MaterialParameterToggle component that can toggle the detail layer of a material on/off
Added PipeMesh, renders a curvy pipe mesh given a set of positions
Fixed furnace volumetrics appearing incorrectly in furnace icons
Added HideDuringRenderer array to PropRenderer component
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Code review: properly fix SetVisible not working on MeshCull components. Added a force optional paramter to SetVisible.
MeshCull components were remembering their state when they were disabled, when entering the HLOD bounds LODComponents are told to become visible and then adjust based on LOD however MeshCull components would ignore this as their saved state wouldn't have changed. Once in this state the MeshCUll component would think it was disabled, but it's mesh was actually visible. This likely wouldn't have been problematic if the player came into range via a CullingVolume as the player would be closer to the renderer as opposed to hundreds of metres away in the case of a HLOD component, however I've applied the same fix in that case.
Code review: use enabled state instead of ToggleEnabled method
Added support for conveyors to specify a maximum amount to move per tick, so large stacks of items will get moved gradually
Set to 128 for now, will need revisiting
Add some basic analytics for halloween event
Fixed default inventory editor loadout not working