194,072 Commits over 4,079 Days - 1.98cph!
Manual Anchor blockout and initial prefab setup
General Item Overlay design
Schizolobium second pass + feedback
Tightened up zigg collision
Finished pickup volume code implementation
Added volumes to half height bamboo shelf, bamboo wall shelf, regular shelves
Enabled pickup on all of the above
Steering Wheel Tier 2 Blockout placeholder
Female lods
Male lod improvements
Functionality and code gen
merge from io_consistency
Fixed Couldn't create convex mesh error "rocking_chair_varient2_LOD0"
A rocking chair worldmodel was using the wrong mesh for its collider
WIP friend authing.
Assign dialog bog to tugboat privilege prefab now I've actually found it.
merge from trianglehatch_deploy_fix
Improved triangle ladder hatch deploy volumes, won't be blocked by random nearby deployables anymore
Fix frustum culling by skipping damage tracking as a temporary workaround
merge from swapseat_binds
Put debug code behind conditionals, disable primitive rendering option, instancing now on by default, dispose all buffers on destroy, move buffers init to after all placements have been added to list, revert sections to main where possible, remove opt vertex macros and noise gen compute.
merge from vehicle_trigger_damage_fixes
moved trigger catcher prefab out from autospawn directories so the server stops complaining about it
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Bootstrap page, Loading Screen design
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Added swap to seat 7 and 8
Fixed an oversight in swapseats
Merge from incap_dart_blur
Switching blunderbus and T1 SMG to use original camera movement
Trying a blur and darken combo for incap dart.
Added a screen_blur_heavy post processing file.
WIP new PickupVolume system
Works like a DeployVolume but denotes a space that must be clear of other deployables before an item can be picked up
Setup on bamboo shelves for testing
Merge from targeting_attachment
Add a temporary icon, crafting costs
Improved responsiveness of deleting pings, no longer wait for the double tap duration if hovering over an existing ping
New Targeting Attachment weapon mod, allows the player to use pings while the weapon with this attachment is equipped
Adjusted new silencer position on custom smg, spas12 and pump shotgun
Added spawn.loot_population_test, if set the spawn system will use that value as the current number of players on a server. Useful for testing loot drops in different conditions
Also cap the PlayerExcess method with population_cap_rate, which uses the Spawn.player_base convar to determine loot frequency
Only apply population_cap_rate if it is higher than the actual population cap, will prevent servers with small caps getting their loot sped up inadvertently
Added spawn.population_cap_rate, when set acts as a cap on how fast loot can spawn when being scaled by player count
Defaults to 300, so loot will spawn on servers with a higher population as if it is on a 300 pop server
Can be set to 0 to revert to the old behaviour
Fix possible inconsistent RNG placements, use minimum radius to avoid noticeable culling with shadows, increase cell plane test bias to compensate
Merge from apple_improvements
Now need 1 apple to cook an apple pie (was 2)
Added apples to the possible sale options at water well vendors
Increased chance of finding apples at water well food caches