121,943 Commits over 4,048 Days - 1.26cph!
missing changes from xmas music commit
Fixed two bad parameters on the rock_pile_cream material to get rid of the black tar.
Base of client & gameplay analytics
candy cave ambience & reverb settings
Merge Main -> PhysicsLayerRevamp
Handle UI for weapons that don't use ammo
menu videos xmas rotation update
Merge from detailshader_world
added weaponrack.showUI convar
Fixed issues with normals
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fixed santa sleigh weird altitude lerping
Updated burlap sack to Tom's Xmas sack
Added LookatTooltip.ForceClearGroupOptions() to reset the delay for showing multiple radial menu options text.
Reset the timer when targeting weapons on the rack so the "extra menu options are available" text doesn't appear when quickly hovering across different weapons.
adding AssetFolder.cs to main
wip UI, show weapon name + icon, ammo icon + count when hovering a weapon.
protobuf.
added a third version of the gun rack material, an inbetween of A and B
- added textures and material
- shares normals from B
Disabled LightEx from the bounce because potential timing desync
Made the alarm & bounce pulse.
Clipped the PFX prefab onto the ice throne.
"Take All" now prioritises holding the targeted weapon above the others.
Merged shader changes to blend layer XZ UV projection / this will fix inverted normals on the gingerbread floor
Return correct grid cell index when holding a weapon and targetting a blank cell to fix showing "Take Weapon"
Ice Throne/Vest/Mask - cine materials + prefabs
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Enable inside roots on all xmas dungeon exit prefabs
Subtract
77758, go back to refactor version
Reverted XmasExitEntranceCombo refactor due to broken triggers
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Added global.cleardroppeditems to clear all dropped items (for cinematic use)
Changed one word from outside to inside
ExitEntranceCombo refactor to stop the newly added light bleed between inside/outside realms. (needs script tweaks)
Fixed Gumdrop Yellow sometimes running 2 materials.
Ignore UNUSED B on the camera
S2P on all monuments that had impostor-layer trees and plants (it's a lot of them). We no longer use Impostor layer on anything. Renamed Impostor layer to UNUSED B.
Fixed gibs not repsonding to time changes in demos due to Invoke timings not really working in that environment
Gib death timers are now handled via a central static manager when playing demos
Moved all tree and bush LODs that were on the Imposter layer to the Tree layer. We'll control the imposters via the Imposter script instead.
Added an IsScrubbing field to the demo reader
Don't spawn effects or gibs if scrubbing
Fix demo shots that end on the same frame as an effect getting spawned every frame
fixed cream pile blend material metallic and specular levels to match the floor