129,394 Commits over 4,140 Days - 1.30cph!
[d11] Mistakingly checked in with the equipment. Its not strictly correct ( would awlays return 0 for the initial lod )
lighting fix attempt - import options pass
Change tire FX culling mode from Pause & Catch Up to Automatic. Seems to fix visual glitches when looking away and back.
temp fix to preload sound templates
Merge from vehicles -> vehicles/push
ensure client prefab is loaded before trying to access it
Give Mount action a higher priority than Open
Use lerp instead of movetowards for steering wheel visuals, so we move faster when we're farther from target pos
removing more unused animation controller from the modules
Reduce STEER_LERP_SPEED for smoother steering wheel lerp
Fix map image rendering for hapis and some other custom maps
Unified nested attack and collision VFX prefabs into a master folder for ease of iteration.
Various effect & material tweakeroos
Merge physics fixes -> Vehicles, including the return to Discrete collision detection
Return to Discrete collision detection for cars. This will bring back getting stuck in thin objects when hitting them at speed, but cures the bug where vehicles hit anything at speed and suddenly go into slow-motion-floating for a while. Was caused by a combination of Continuous collisions and the server's relatively low-frequency timestep.
Test for building privilege using steamID instead of the player (because the player might not exist when using the app)
Tweaked ultrawide handling to straighten out ironsights
Added a pure compound-collider rigidbody with no additional objects or scripts that can be pushed with keyboard input
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Modify push to always act in a way that most reproduces the physics bug
Applied shelved dung changes, with some tweaks.
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New blood & water effects
Even more effects file cleanups & naming consistency improvs.
[D11] [UI] Whats New Web Request Implementation and added translations.
[D11] Fix for being able to fire off remaining rounds from old mag just after completing the reload animation
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[D11][UI] Changed method of getting top corner icons for item icons.
[D11] Changed Max Cluster size for nodettes to prevent groups of 2
[D11] Removed "Loading.." parameter added in
51499 to instead use overridden function, to allow for easier addition of translation keys
[D11] Added a check for added controller when attempting to add a new controller
[D11] [UI] Removed mip maps from item icon sprites. Updated texture alpha on certain sprites that were missing them and had black backgrounds as a result.
Cherry picking
42341 from hdrp (print_foliage console command)
[Audio] All audio templates now set a spread value of 0.5 at min distance, spread starts at approx 1 quarter of max distance. This SHOULD fix sounds hard panning. Also set radius of burning torch to 30m instead of 60
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[D11[UI][#4194] Improved vendingmachine incrmental controls
[D11] Cast demo id properly
[D11][UI][#4150] Fixed maintenance message overlap.