200,037 Commits over 4,140 Days - 2.01cph!
added new arm mesh to rig source
Added reverse option
Fix for mesh generation on instantiate
Supermarket COL/LODs/prefabs
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Supermarket progress / loots spawn placement / general polish
fixed heli/bradley gibs being difficult to harvest
rockets now damage bradley
bradley uses foot position for vision check as well
enabled main cannon on bradley
fixed rocket trails disappearing before fading out for all rockets
manifest /codegen
removed log files
fixed blurry debris from heli explosion
fixed holosight blurryness with motionblur
bradley now spawns at launchsite, broken af
protocol++
Tweaked Face Target Loop action to end instead of going forever, this seems to fix animals not attacking correctly
fixed NRE when killed by bradley
bradley stops shooting dead players
bradley target range increased
Bradley target added when damage received
Fixed some progression exceptions when loading a game
finished most pathing at launchsite for bradley
Optimized water and screen blur overlays
Added centralized ImageEffectComposite to replace redirects and ensure low bandwidth ops
Added ImageEffectTransformsToLDR to ImageEffectComposite (works if final)
Added explicit sort order to ImageEffectLayer
Moved tonemapping + fxaa + sharpen and vignette to overlays (move back on 5.6.2+)
Fixed path widget icon displaying if target world position is behind the camera
Added some checks to CraftDesireRequiresBuilding to try and catch an exception that happens when multiple units are attempting to build a building
Items being dispensed from a dispenser will now adjust their height based on the closest navmesh to try and stop items falling though the floor
Fixed/improved ImageEffectComposite handling of single effect
A little bit of door code clarification. Doesn't actually change any of what the code does.
Cleaner pathing
See if nodes can see target by checking main turret height at node
Intelligent target sorting
respawn server convar for testing
Fixed loaded desires not correctly getting an owner
Fixed several desire types missing load logic and added some logs so that future desires missing load logic will be more obvious
adding healer impact fx
some fx material cleanup
Ensure EffectRecycle doesn't invoke Recycle more than once when onParentDestroyed is DetachWaitDestroy and playMode is Once (heli explosion fix)
Mortar max range increased by 1, health decreased by 1
Fixed material / memory leak in Bradley TreadAnimator component
Reduced sky brightness slightly
Log warning when trying to create attachment on viewmodel without model component
Reduced GC allocs in SelectedBlueprint.RefreshBlueprint
Updated PlayerModel with fixed seam geo/normals/skinning
Final textures with head/body seam fixes
Body lods & head.00 lods
Player preview changes/fixes
Saving a map in the map editor now creates a preview thumbnail image, imports it as a sprite and sets it in the map's definition file.
Saved screenshots for all existing maps.
Fix gaps on supermarket / fixed seams on plaster_d texture / material tweaks
#ifdef'd editor functions
Adjusted default buffer sizes of collider groups, renderer groups, foliage groups and LOD cells
Remove foliage groups when they are empty (similar to renderer / collider groups)
gas_station level vcolor bakes
backup and scene2prefab
disabled ALT key camera rotation
squad editor drag and drop wip
small rocks distance tweak
rock dressing scene update
Fixed broken orientation on particle layer accum; touched all relevant shaders