13,523 Commits over 2,922 Days - 0.19cph!
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
Fixed combiner not deploying
Conveyors will now skip containers that have no valid items, allowing combiners to work as expected
Very basic first pass on more interesting pipe rendering, just using a cube at the line points and using a proper cyulinder instead of a line renderer
Added some temporary icons for industrial entities
Added an events volume audio slider, affects audio from HalloweenHunt, EggHunt and XmasRefill
Don't show IO information in inventory for strobe light and fog machine
Added a toggle electrical input to the fog machine
Added a toggle electrical input for strobe lights
Prevent new idles from playing while the layer weight is 0
Rework idle controller, move idle fidgets to a new layer that gets lerped in/out while the idle state is active
Bypasses some awkward transitions