248,620 Commits over 3,928 Days - 2.64cph!
Added IOEntity.infinitepower
Powers all player placed electrical IO entities on a server when enabled without needing power sources
Likely has some per entity edge cases, already fixes electric furnaces
balance
adjust menu, zombie elite, etc
hp regen floaters
Weapon_case
Missile Case WIP texture asset, uploaded for world placement and decoration
Squashed commit of the following:
-GTAO
-Aoproxy removal
Split between SSAO and GTAO
Start moving gtao to command lists, adjustments
Start moving gtao to command lists, adjustments
Merge from launcher reload bug
Applied fixed timing to dragon rocket launcher
Adjusted rocket launcher reload time to 5.8s, was 6s
This isn't an actual buff as you cannot reload faster than the animation, the animation was 5.8s so there was a 0.2s window where you could trigger a reload again while the reload was still taking place on the server
This resulted in the reload finishing and the ammunition on the client getting refreshed, but at that point the player was stuck in another 5.8s animation before they could fire again
Added a right click context option (Print Reload time) to BaseProjectile that looks at the viewmodel animator and calculates how long the reload anim is (taking into account speed modifiers which were being used in this case)
Siege tower decay reset when used
Merge from shred_helicopters (also includes the changed ignore.conf file that seems to keep changing)
Collision effects and minimum collision force tweaks
Plushy scenes and prefab aseets backup
Manually kill any players in the walkable area of the scrap transport helicopter when they are fed into the shredder
Fixed scrap transport giving metal frags instead of scrap when shredded
Car shredder now shows proper icon and localized name on death screen
Merge from hackweek_car_radio
ice sculpture pedestal model and materials. need to do lods and gibs and asset cleanup
Fixed server / client errors
Merge from hab_hominglauncher
Added server.homingMissileTargetsHab convar (defaults to off)
Homing launcher can target HABs as long as that convar is active and the HAB is fully inflated
Merge from hackweek_car_radio
Remove old and accidental files
Merge from localcoord-emission
Car radio costs 120 metal fragments, the same as the Portable Boom Box
Fix navmesh debug draw disappearing at certain heights
Can now change the size of the Paint and Eraser tool. Using the eraser tool with an autotile selected will erase using autotile rules
https://files.facepunch.com/CarsonKompon/2024/November/25_16-26-AromaticFrog.mp4
Line and Rectangle Tool now support Autotile Brushes
https://files.facepunch.com/CarsonKompon/2024/November/25_15-53-BluevioletLeafbird.mp4
Calculate tile bitmask and find matching tile on paint
https://files.facepunch.com/CarsonKompon/2024/November/25_14-17-MotherlyQueenbee.mp4
Added mappings for each bitmask value of a 47-tile tileset
https://files.facepunch.com/CarsonKompon/2024/November/25_15-38-ElegantBighornsheep.mp4
Slight refactor so you can paint autotiles over existing autotiles
https://files.facepunch.com/CarsonKompon/2024/November/25_15-46-AlienatedIndochinesetiger.mp4
Allow NavMesh areas to have arbitrary transforms
Reduce debug draw ground offset
Merge from ai_wolf_iteration
Fix wolves leaping too far
BaseSiegeWeapon now inherits from GroundVehicle
and BatteringRam now inherits from BaseSiegeWeapon
Fix wolf thinking the player is reachable when they are not, because of unity async paths returning "complete" instead of "partial" even when they are partial, potentially because of the hidden large projection they do
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler
Clamp cube box parallax projection to actual bounds box the box, cleanup
Our both our envmap filters uses linear roughness instead of sqrt roughness
Gizmo for scale in envmaps, adjust default for feathering in world units
Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition
Squashed commit of the following:
-GTAO
-Aoproxy removal
Split between SSAO and GTAO
Update spritecard.shader_c
Hook last version of jump anim, and re-annotate the motion warping timings
Apply out of navmesh root motion when not in the air
Update ci.yml
Update all_shaders.txt
Rebuilt shaders
merge from fix_teleport2grid_foundations -> main
Squashed commit of the following:
-GTAO
-Aoproxy removal
Split between SSAO and GTAO