134,318 Commits over 4,444 Days - 1.26cph!
round up BDU projectile protection this time without a bunch of random shit changed
round up BDU projectile protection
merge from apartment_complex_monument/prototype -> apartment_complex_monument
update apartment_complex_monument/prototype
Deploy and shadow animation updates on rifles
debugging options for seeing thrown darts in debugcam, fixed logs, fixed prefabs of scoreboards, fix crashing in 2p postgame
Disable skin viewer view in hands button for held entities not using the viewmodel camera (cultist deer torch)
Fixed guitare skin viewer framing
Fixed table skins not loading in the skin viewer
fix 3p animations facing sideways oddly (turn off SpineIK on animation subsystem, apply extra rotation to anims)
Merge: from stringview_indexof_fix
Initial attempt at a Train Ai that can patrol our existing rail network:
- Based off the backend systems for Boat AI
- Will reverse at dead ends
- Will only work if theres a driver in the train car
Bugfix: StringView.IndexOf - prevent skipping a character if we had to abour a sequence match
This affects Contains, Replace and IndexOfAny as well, as they depended on IndexOf
Tests: ran unit tests, they pass
Update(tests): add a unit test case for StringView.IndexOf failing edge case
Tests: test fails as expected
Setup components to allow for holosight to hide its sight rail depending on gun it is attached to
Apartments compelx communal areas progress
Ground floor lobby dressing and lighting
fix underwater post processing not working in proc map
Fixed issue allow random position to fall outside of the targeting radius.
Reworked to also be more random and less weighted around center of targeting radius.
merge from main -> apartment_complex_monument
merge from main -> PlayerMaintainedMonuments
DLC industrial light recovery. Fixed skewed tones.
Glass AR - texture update
Updated AO resolution for all bdu and ballistic items
Updated textures resolution for ballistic leg armour and ballistic helmet.
Fix rotation/offset bug now I can actually see what the thrusters are meant to be doing.
removed corridor fbx from blockers folder
Static version of industrial barricade for material checking
Add ability to send and load delta changes in the player metabolism system. Use a header mask bit to discern whats in the proto
Bugfix: StringView.IndexOf - handle seraching for empty same way as string
- amended unit tests to enforce mathicng results check
Tests: ran unit tests
merge from storepage_industrial
Added ConVar.Satellite.show_thruster_effects to toggle editor debug display.
Some wip refactor/cleanup.
Added branded 9x16 media for pack showcase
edited vm empty magazine reload animation so it looks like the mag release button is pressed
Industrial decor pack showcase
Update: StringView - add StringOptions overloads to StartsWith, EndsWith
- added unit tests to cover new methods
Tests: ran unit tests
bunch of small shadow casters optims around apartment complex monument props
experimenting with shadows off on overgrowth prefabs. Visual difference minimal so far, decent savings in places
Updated conditional mesh to improve clipping issues on vagabond jacket.
Update: StringView now supports StringComparisons when comparing to other StringViews
- expanded unit tests to cover this
Tests: ran unit tests
Quick fixes to playground assets
Industrial decor pack store page
Bugfix: StringView - ensure defaulted string view can compare to empty string as equal
- left a note about string.Equals(object) not recognizing StringView
- reorganized comparisons in Ranges test to make them pass
Tests: ran unit tests