13,604 Commits over 2,922 Days - 0.19cph!
Added admin convar debug.clearAllFogOfWar to fully reveal the map
Obscure the underlying map image by 0.15 seconds when opening the map, prevents the map image being visible for a few frames while the fog is fading in
Disable condition on compass
Clean up v_compass.anim.controller missing local files
Fix resetfogofwar command
Possibly, maybe, finally fixed loading fog of war from a save
Switch to RGBAFloat for fog images, looks better and matches the data we're using in the jobs. Still broken after loading though
Fog of war works on death screen map
Fix fog not clearing immediately on spawn
Cherry pick
124952 (Pilot Codelock - added cinematic textures and materials)
Cherry pick
124858 (M15 Pistol - Updated cinematic textures with new ironsight)
Cherry pick
124293 (M15 Pistol - Added cinematic 4k textures)
Cherry pick
124262 (Merge from pilot_hazmat_dlc)
Better initialisation flow for hardcore map, stops parts of it running when booting up in vanilla
Added debug.resetfogofwar
Disable map markers (exposed option on game mode entity)
Run the fog of local update in a job per grid tile, saves 0.25ms a frame
Upload the fog images every 10s (was 4)
Fix fog of war appearing in non-hardcore mode
Expose reveal radius on game mode
Fixed weird repeating pattern on fog texture
New SimpleIOEntity component, just has a required power amount, good for simple things like non physics based lights
Applied to new wall cabinet
Expose a MovementMultiplier slider to SimpleFloatingEntity
Finally fixed the texture space being calculated incorrectly
Enable map in hardcore
WIP bringing back fog of war, taking some parts from the old MapEntity class from 2016 (lol)
Local fog generation working, map shader updated to work with canvas group alpha
Position is offset for some reason, still investigating
Reapply game mode changes
Merge from main (stomp local BaseGameMode changes, will need to reapply)
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Fix minigun world model briefly spinning when being equipped in third person
Changed "Failed to find DungeonBaseRoot" and "Failed to find DungeonGridRoot" to warnings in builds, as this is expected to occur in primitive mode and shouldn't result in errors
Possible BaseOven.CookVisuals NRE fix
Moved the scientist giving the outpost spawn point mission to a nearby sidewalk
Switched the spawn point name from Compound -> Outpost
Reduced flickering from dropped flares
Completely remove flickering if limit flashing option is enabled
Remove temp testing walkways
Re pivoted all of the floating walkway prefabs and adjusted the buoyancy points for better movement
Possibly fixed simple floating platforms flipping
Fixed SimpleFloatingEntity running logic if no players are nearby
Copy the terrain water system over to the floating city system so that water level queries work as expected (copied from craggy)
Added a new ForceSpawnPoint component, if this is present in a scene the player will always spawn there (editor only)