127,697 Commits over 4,109 Days - 1.29cph!
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Deferred decal refactor
DeferredDecal SpecGloss support
Deferred decals now work both in edit mode and on the scene camera
Added some interesting test cases to the DeferredDecals scene
new charcoal texture set, metal_panel_c texture set, refinery prefab setup, refinery models, collisions and gibs files
Fixed black sky in broad daylight; usually when starting with water1 enabled
Fixed SESSAO not working with water1
stone spear takes 300 wood instead of 1 wood spear (exploit fix)
Added a debug scene for SESSAO
added machete
added sword
stone spear takes resources instead of wood spear (exploit fix)
lowered cost of salvaged icepick
Fixed CommandBufferManager edit-mode shenanigans
bone knife takes less cloth
bone club does more damage
Re-positioned 3rd person salvaged tools
fixed bug with wickspark showing up as a white cube at distance, increased HDR value
survey charges less likely to slide down hills
updated survey charge visuals
updated survey charge icon
can throw survey charge farther
Quick rush fix for minecrafty / water horizon issues
Deprecated DontBecomeSolidWithPlayerInside
Added volume checks on deployable and construction placement
Cleaned up quick fix from previous commit
Ghetto hack for SSAO due to command-buffer nonsense
Consistent fade on underwater spec occ
fixed the attack animations for the new sword
added a stabbing animation for later (if helk decides to add a stabbing attack)
played the throw animation when the player throws a spear.
Indoor ambience volume reduction tuning
traps spawn in supply drop
landmine activates after you walk off it
landmine can be disarmed by someone other than who set it off (and they receive one)
compile error fixes
fix landmine not showing +1 when picked up
made sword/machete blueprints more common
Added some additional safety padding to all building shells (fixes melee foundation damage exploit)
Fixed construction placement guide snapping away when someone walks into the building volume
Temporarily reverted GameTrace
tweaked the position of the worldmodels for some of the melee weapons
Fixed that deployables would block building block placement
Fixed that deployables required a default distance of 1 between each other (now 0.5 again)
Fixed foundation step and triangle foundation placement verification being fucked
Added more detailed deploy volumes to a lot of deployables
Network++
Changed serverside player collider to the same capsule local player movement uses
Removed "Max Decals" setting from the F2 menu (unused)
Fixed F2 menu UI elements ignoring convar changes made via console
Alternative deployable volume check that prefers minor clipping over additional padding
Fixed explosives not damaging deployables
all explosions use line of sight now
Added PVT toggle back to UI Tweaks on Performance section; default off until I figure out the anomaly
rigged up and started animating the viewmodel for a 2handed sword
Fixed missing shoreline wetness in non-pvt terrain shader path; also fixes flashing in low shader LOD
Fixed entity network cache not getting invalidated on transform change
finished the viewmodel animations for the 2handed sword.
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