196,916 Commits over 4,110 Days - 2.00cph!
Revert even more .fbx.meta and .mat files to the state they have on /main
Merge Pull Requests
* Remove duplicate "Black and White" color modify preset (Community Contribution)
* Use player.iterator over player.GetAll in some base game functions (Community Contribution)
Subtract all .mat changes to investigate artifacting issues
Subtract all .fbx.meta changes to investigate artifacting issues
Merge from placement_improvements
Deployables can now be deployed on boats at sea
Fixed crash issues with VPC.exe on windows
Carefully updating win32 side of VPC scripts
Update windows built scripts a bit
Minor cleanups in gl_util.cpp
VPC Cleanups
Minor VPC cleanups
More VPC Cleanups
Construction setup.
Block fixes.
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
Fix peripheral vision being too strong in combat
Merge: from autoturret_optim
- Fix to auto turret not responding to shots outside of firing arc
- Fix to turret not reacting to shots if it got depowered then powered up again
- Fix to turret snapping to hostiles outside of it's default firing arc when powering up
Tests: shot it, ran around and powered it up and down using infiniteiopower in various combinations
Bugfix: prevent turret snapping to a hostile outside of the default firing arc when powering up
Tests: while hostile, depowered turret, got behind it and powered it up - it didn't snap on me until I shot it again
Bugfix: reset turret's cached visibility when unsetting the target
This could cause the turret to think it doesn't have a target, yet has a visible target(unpowering the turret would cause this, for example). It prevents damage reaction.
Tests: while the turret was aiming at me, disabled io power cheat. re-enabled - now responds to shots. Spotted another bug though
use soft mask instead of uigradient because its poopie
Bugfix: turret will respond to sneak attacks
- takes 3 seconds to drop aggro that forces aiming
Spotted another bug - target and targetVisible can desync
Tests: spawned a turret, snuck behind, powered up, shot at it - it rotated
Linking Graffiti pack and video on medieval
Nicer fade ramp on store items
Change overlay base to use new sliced downwards gradient
trying out lerp transition again
Increase reaction time, reduce damage, simplify accuracy formula
Prevent sun banding at twilight.
Have scientists always be surprised when first hearing or being hurt by a player
Preventt scientists from looking at bullet impact instead of bullet origin, even if the bullet origin is out of hearing range
configurable horizon buffer
Fix scientists being able to shoot through solid colliders when hearing the player
trawler ship hull material vcol blends progress, more uving
▌▅▆▊▊▆ ▄█▄▌ ▇▋█▄█▊▇▍▋▊▉▊▆▆▆▊▌▊▍ ▌▋▄▇ ▌▅▇▌▌█▇ ▄▊▊▍▌▌▊▍▆▊▇▋ (▇▆ ▄▆▌▍ █▍███▅▅ ▆▇▊▌▅▋▉▉▇ ▊▌▍▇█▇ ▄▌█▇▉▄▋▅ ▋▌█▍▇▉▍▉ ▆▉ ▋▉▉▍▄▄ ▌▋ ▆▄ ▊▅▆▉, ▉▅▍▉▍ ▄▊▄ ▉▆▌▄▋▌▅▄█ ▄▊ █▉▌▌▄▋▇▉▋)
▌▊▉▉ ▊▍▇▅▉ █▊▅▌▊▄▇ ▅▄: ▇▍▊_▆▊▉▉▋▍▋▇▌▋ (▊▉▌▆▌▊▆ ▇▋█▍█▍ ██▉▌▋█▍▊▄ ▉▅▊▄▍▄▌▄), ▊▌▋▊▍▊▄█▅▊▌▋▉ (█▊▋▊▅▄▅▄▍▌▍ ▄▉▍▋▊▋ ▋▆▉▋▌▅▊▇█ ▌▉█▊▌▄▍█), ▄▉▌█▋▍▊▍▋▄ (▌▊█▊▆ ▋▇▍▊▅▌ ▊█▄▇▋ ▅▊▉▇▍▌▄▄)
performance tuning, cleanup
Allow rotating with R when wall snapping
Can no longer use wall snapping to bypass max placement distances for objects
Don't safely assume the first snap canditate will be valid
Quick and dirty voicelines first pass
"
Cooking workbench
Mixing table
Shelves
Tier 1 -> Tier 3 workbench
Small planter
Large planter
Bathtub and Railroad planter variants
Fireplace
Half shelves
Fridge
Sofa
Legacy Furnace
Table
Update: expand projectile test
- Validates hits and misses, auth and replicated
- renamed TestProjectileBaseline to TestProjectilePlayer (as I'll be adding more test types)
Tests: ran all resulting unit tests
Can wall snap:
Storage locker
Small wooden box
Electric Furnace
Furnace
Bed
Sleeping bag
As well as tc, large box etc.