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Building debug.
CanDeposit fix.
Fixed Building.CanDeposit not correctly counting registered items
HTTP() body won't fail if first byte is 0
Support for construction requirements in order
Bandit guards are now more reactive to explosives.
Guards put at base level of dredge.
Bandit town scene2prefab.
update trajectory line
adding trajectory shader/ texture
Fix for buildings that don't require construction.
Fix for view showing all requirements met.
merge from building rework
lightened up lod are of leaves texture and set material to use tga instead of psd. tweaked bark tint colour in material a bit to blend better with leaves
GPV overriding is now determined by the Goal Wrapper.
Fixed people dropping stuff to construct the building instead of depositing.
merging from other branches
If no skill gain is defined gain the building skill using a default value defined in config when building.
Early exit from skill gain application if we're trying to apply a value of 0.
Ambience fix for real this time
Removed 800+ draw calls per frame due to fucking motion vectors.
Just a little proof-of-concept. Tell the client when we've finished initial sync of global and nearby NetworkEntities, to allow for cross-referencing between them without a chance of some not yet being there. Anything on the client could register to BaseNetworkMessageType.InitialSyncComplete to get the message.
More unit vocalizations
Career mode UI sounds
General sound tweaks & polish
Fix custom spread curves sometimes being stomped by modulation
Tree fall sound tweaks
When building unit owner is set, if the user entity hasn't come through yet, register and wait for it, then set it when it comes through.
Bugfix for setting building unit owner
New 99 bots game mode for testing
Reduce max show killer time a bit
Remove game mode colour curves setting since it's no longer used.
Cargo ship hull and scene progress
Removed asset bundle splitting, see if that works
Fixed func_breakable_surf crashing when damaged by DMG_BLAST with no inflictor
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Fixed a crash on srcds when combine soldiers with smg1 die and there isn't a player in first slot
8x scope, materials, prefab and collision mesh
L96, prefab, materials and collision mesh. (includes world model, same with 8x scope)
changed size of L96 normals
Added voice_overdrive, volume and _restart on client to the blocked command list
more career sponsor objective stuff
refactored DamageTracker out of a monobeahviour and into a member of CombatTracker, removed related events.
Killfeed uses the new setup.
Entities use a hashed assetid
Some optimisations to item drops.
Trying to limit chat spam
crew building exterior [greybox end]
BaseAttackView.GetTrajectoryPoints now returns null.
Added GetTrajectoryPoints() to ProjectileAttackView
cherry pick trajectory changes from wrong branch
tweak trajectory / tutorial marker
getting latest