142,802 Commits over 4,383 Days - 1.36cph!
Further fine tuning on the time acceleration curve, even out dusk vs dawn, while keeping night 10 minutes IRL long.
isFKey goes from F1 to F24
Parachute fbx and skinning update
matched space lr, pipe shotty, rocket launcher, pump shotty, sar, sks, spas, salvaged sword and thompson holster positions to match main
merge back load animation blending
industrial large furnace - updated LODs, baked LOD3, added collider
Darts viewmodel block out animation files
Updating horse mask burst cloth settings
Apply numerous safeguards in game code
* Prevent effect entity leaks with CPhysicsCannister for example
Lets try undoing changes to CFuncMoveLinear
wood stove fbx update and rug lods added
Updating horse mask burst cloth
matched the spears, g launcher, mgl .m249, m39, m4 shotgun, mace, mil flamethrower, mp5 and paintballgun holster positions to match main
Updating heavy plate skinning
updated apartment wood stove with lods
server_browser_update_2 -> main (MERGING EARLY TO GET SOME EARLY FEEDBACK) (NO SORTING SUPPORT YET)
matched the hunting bow, crossbow, db shotgun, flame thrower, hmlmg, l96, legacy bow, lr300, smg, long sword and krieg shotgun holster positions to match main
Fix an nre with country phrases
Fix conenct modal nt showing ping
set useFlatBackCharm on viewmodels that need it
Switched active input handling to new input system only
Updated input system package to 1.19
Dunno why the package manager is recommending 1.11.2 as the last version
Fixes no domain reload breaking InputSystemUIInputModule
setup flatback variants for some other larger charms
Add ping display to connection and session modal
Cherry pick anim inspector
- Add translation layer for each of the server browser names
- Remove a bunch of excess name conversion stuff
- Add to server browser
Fix IK not applying weights, adjust ammo visibility during loading, disable IK transition at the end of loading.
prototype upgrade textures
Replaced all the old input system calls to use the new input sytem API (113 files)
Merge from workbench_upgrades
Added some helpers to standardize mouse scroll and mouse axis deltas as they need to be multiplied by a magic number to feel exactly the same as before
Entities can now block item moves client side before checking with server.
Override for workbench, check client-side for deployables blocking slots too, show error toast if can't insert upgrade because of this.
BC simulation space delta accounts for root motion strength and MaxOriginDelta as well, also corrected issue with simulation delta accumulation which would only present at high framerates
Setup clearance for io tablle
Updated binoculars following refresh merge
matched the ak's, blowpipe, blunderbus, bolt rifle and compound bow holster position to main
Tidy up upgrade icon display in workbench vital now we've got human-made icons
Merge from hierachy_optim
Context menu to cache visual position.
Remove ServerCull from visual point transform hierachy.
Setup realmedremove, strip the whole visual point hierachy for client+server
Updated NeedsKeyboard to work with the new input system
Reapplying meta file changes
Auto update keys.cfg file to use the new names
Updated keys_default.cfg
Changed to using the shadow strength directly as the shadow caching flag
Potential fix for "stop can only be called on active agent on navmesh" spawm
Potential fix for ghostship scientists endless recursion
CodeGen for adding back Shadow Caching ConVars