130,555 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                removed individual sitems for abyss barrels and linked abyss hazmat as steam unlockable on item script
 
                
                
                
                
                
             
         
        
            
            
            
                
                More mipmaps on voice props store assets
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cache DLC prices so they're only requested one time per session
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed potential break in TraceWaterRays/TraceWaterSpheres logic that would cause casts to miss water traces if an earlier one had hit the max number of colliders
 
                
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                Store dlc overlay page prefab variant setup
Moved the DLC price logic in cart button
 
                
                
                
                
                
             
         
        
            
            
            
                
                sharing more data between batched projectile effect processing - only accessing transform pos/rot once per projectile and only checking retrieving local player entity data once per batch
 
                
                
                
                
                
             
         
        
            
            
            
                
                M15 Pistol - Added ironsight dots to world model, small alignment tweaks to size and position
 
                
                
                
                
                
             
         
        
            
            
            
                
                Test changes I used for auto driving boats for solo testing stuff
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix some client/server domain issues with GetEntitiesInBuildArea
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix client+server compile
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix MLRS being dependent on the rocket prefab server components on the client
Fix possible AuroraEffect.UpdatePosition NRE
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from main, resolve conflict in FPSLogger caused by 
123804 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: BaseRaidBench - this is no longer nude beach
Tests: built C+S and C-only, ran the scene
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: BaseRaidBench - simulate client flow
- use a fake client backend and a dummy connection
Fixes players not facing the target, but breaks player clothing for what-ever reason.
Tests: ran scene
 
                
                
                
                
                
             
         
        
            
            
            
                
                Unify LOD showing/hiding logic and ensure that Hide() is called when a state is covered by instancing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: BaseRaidBench - wip weapon aiming
- Weapon debug graphics confirm aiming direction
- Player model doesn't face the right way (need to run client updates, that's next)
- added benchmark-related safety checks in local client logic
This also hijacks main camera, I'll have to fix that later
Tests: ran the scene
 
                
                
                
                
                
             
         
        
            
            
            
                
                Store page overlay recycling
Some layout tweaks
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Try only doing is server checks in a listen server
 
                
                
                
                
                
             
         
        
            
            
            
                
                M15 Pistol - Emissive glow in iron sights
 
                
                
                
                
                
             
         
        
            
            
            
                
                bloody bucket for the medical bay
 
                
                
                
                
                
             
         
        
            
            
            
                
                Pilot Codelock - updated textures and prefabs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Pilot codelock - closed status emissive texture
 
                
                
                
                
                
             
         
        
            
            
            
                
                Window closed by setting there canvas group alpha to 0 are now set as not pickable in the scene view in editor
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix snapping not working on split client and server
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add options for setting rate limit of horn.
Initial settings allow for unlimited hooting and tooting.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added Updated Compass Viewmodel FBX
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optimise SH Baker into larger raycast batches, caching texture data, and SH occlusion sampling using parallel jobs. Handle cases where fbx does not have material assigned by searching local materials folder
 
                
                
                
                
                
             
         
        
            
            
            
                
                Enabled mip maps on some store assets
 
                
                
                
                
                
             
         
        
            
            
            
                
                Overlay page button progress bar
 
                
                
                
                
                
             
         
        
            
            
            
                
                view model camera animation update
 
                
                
                
                
                
             
         
        
        
        
        
        
        
            
            
            
                
                Fix asset scenes never finishing loading when running as server
 
                
                
                
                
                
             
         
        
            
            
            
                
                Enable map in hardcore
WIP bringing back fog of war, taking some parts from the old MapEntity class from 2016 (lol)
Local fog generation working, map shader updated to work with canvas group alpha
Position is offset for some reason, still investigating
 
                
                
                
                
                
             
         
        
            
            
            
                
                snap_deployable_improvements -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reduce how close you need to be to start corner snap
Added summary
Reduced cast origin a little
Fixed bathtub planter corner snapping
 
                
                
                
                
                
             
         
        
            
            
            
                
                snap_deployable_improvements -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Dont include the clientvar
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                snap_deployable_improvements -> main