201,010 Commits over 4,171 Days - 2.01cph!
Added packed version of rust/std-terrainblend
Packed rock _cliffs_atlas and road_ground_layer (dependencies)
Added keyword for biome mask texture + added to mats using it + updated shaders
Split some rock occlusion from diffuse (terrainblend now uses separate) + updated mats
More work on Navmesh Links.
Enabled biome tint on lowest high external lod (no mask)
Updated multiple descriptions
Phrases
Eliminated GC allocs from BaseEntity.UpdateParenting
update unit orientation on attack
adding healer attack fx stuff
wip map preview screenshot generation
Removed AttachToBone (unused, inefficient)
Viewmodel attachments use Model.FindBone instead of Transform.FindChildRecursive (more efficient since cached)
Reduced or eliminated GC allocations from Transform.FindChildRecursive (only used by UI)
Converted buy shop and sell shop
added buildings 6 and 7 with fire escapes, air con units, fixed up glass shader so that inner decals like curtains etc are darker than room behind them
added new brick materials
proper lr300 reference file
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