240,159 Commits over 3,837 Days - 2.61cph!
Remove InputActionName struct, InputNodes, decorate original methods with [InputAction], use for InputActionControlWidget
merge from metal_detector
Merge from alternate_detection
Whine about very old nvidia drivers to the user
Vulkan: Always allow mutable swapchain format
Vulkan: Update swapchain texture spec if overridden swapchain format
videorecorder: convert image format if not RGBA
Add Scene -> Close All, Close All But This (https://files.facepunch.com/devultj/1b3111b1/D9bLtLtQpY.png)
Merge from metal_detector
Metal detector unlock 500 -> 75 scrap
merge from metal_detector
merge from CNY_DragonLauncher
Citizen: small adjustments to WalkFast_N + remade WalkFast_NE
Leaderboard backup, run #9268
Improve performance of vending machine screens
In a test of 200 vm's in network range, the cost of updating these screens is the highest single cost in the game (about 0.46ms a frame)
Updated screen script to use new NotifyLod system to use the regular LOD system rather than checking camera distance every frame
NotifyLod now turns off the screen component when out of range, completely removing the runtime cost if the player is more than 15m away
Reimplemented the fade in/out that was commented out due to a memory leak, reimplemnt it with MaterialPropertyBlocks for better performance
Updated all vending machine prefabs, monuments will need a S2P but backwards compatibility is preserved so they can still run in the old mode
Fixed big light in vm camera
Add viewmodel camera support to metal detector, use EffectParent on light objects
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Lighting tweaks.
Viewmodel renderer script to the long range bulb (but lacking code support to function atm)
Prevent right clicking character model to rotate it while backpack is open
Potential fix for GetFacingLiquidContainer NRE
DoF doesn't need to grab depth buffer, we can use the depth prepass (thanks Matt)
Don't need to grab depth for any other post processing effects either (because they don't use them)
Compile shaders
Undo changes to Graphics.GrabDepthTexture to avoid problems
Potential TryGetAimingModule NRE fix
Removed the worldmodel meshes as they were identical to the skinned meshes and not used anywhere, they'd still be included in asset bundles and loaded though
Fixed duplicate LodGroup on heavy scientist figurine, fixes a warning when the worldmodel is spawned
added large backpack drop + recycle stats
metal detector balance
metal detector tech tree
Correctly resolve textures fetched from Graphics.GrabDepthTexture
DOF uses DepthBuffer texture again + clean up a bit
Allow dropped items to sync their network group without constantly syncing their position
Add support for an alt aim animation, currently just set locally and not via ModelState
Used to switch to the slow detector sweep on the third person shadow model as the player gets close to a target
Update DOF post-processing to use new Depth::GetNormalized() instead of accessing non-existent texture
More scalable clientside detection alternative.
Fixed dragon launcher being craftable
Add editor tool to save the current rotation of the holstered weapon to it's backpack offset (to the entity, you still have to coipy paste it to the prefab)
Rotate bows to face backwards when holstered on backpack
MetalDetectorSource balance baseline
Rotate jackhammer holster to make air canister face backwards instead of sideways
Rotate HMLMG holster so ammo container faces backwards instead of sideways
merge from CNY_DragonLauncher
removed Dragong launcher from loot tables
Fix salvaged melee tools not having backpack holster position set
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Forgot we're not using #nullable
vm spear - updates to rig, burst cloth setup & clothMat