240,916 Commits over 3,867 Days - 2.60cph!
Viewmodel camera static experiment
Merge from main -> trap_optimize
Add `auto_turret_budget_ms` and `gun_trap_budget_ms` to configure the budgeting (default 0.5ms per frame)
Make the deployment guides transparent
Move AutoTurret to PersistantObjectWorkQueue<> (instead of invokes that requeue each frame)
Add `GunTrapScanWorkQueue` to make shotgun traps budgetted to 0.5ms / frame
Register turrets & shotgun traps with their budgeted queues when they are spawned & unregister when destroyed
Change List<> in PersistantObjectWorkQueue to ListHashset<> (incase many entities in the "queue" cause a slowdown)
Iterate with the Array instead of ListHashSet[] because of comment claiming Array[] is 2x faster to iterate than List<> (in mono?)
Make fog volumes part of the scenesystem, change our API to a SceneFogVolume class belonging to SceneWorlds
Fixed being able to clear pings that are created by tutorial stages
More help videos/images
Added extra supplies to hunt for food mission, prepare for combat and build kayak mission
Merge Main -> Experimental
A couple of very minor edits to buoyancy.cs
Make certain that we never shore drift RHIB on cargo ship
Fix cubemap ggx mipgen crashing on AMD, caused by sbox/commit/4df698bcf80ca9346240fdb473ca74fe45df2371
Force flush source cubemap before generating mips on dx11, same amd bug we had before
Don't make dest cubemap array texture a render target, unnecessary
Don't do world edge repel on kinematic rigidbodies
Merge Main -> Experimental
Fixed corrupted block.stair.lshape.adobe building prefab. Rebuilt manifest with the prefab back in.
Navmesh connections in c#
Rename Action -> ActionJig
Failing serialization test (#1)
Basic serialization to / from JSON, fixes #1
Serialize island timeout.
Protobuf gen.
WIP island timeouts.
Players have 15 minutes to reconnect before their tutorial island is returned and tutorial is cancelled.
Reduce this time to 5 minutes if we're low on available islands.
Added an island tick.
Finalized enabled prefab with lightex, sound loop, LODs and minor iterations.
Updated entrance prefab with dressing and lights
Fixed some mesh errors
Don't allow the tech tree to be opened and make the button not interactable.
Don't allow contacts window to be opened if in the tutorial.
Hide UI button for contacts if in the tutorial.
v_mp5: Tags now properly suppress the ironsights exit additives
Train tunnel entrance mesh progress
Some refactoring / signature changes
Fixed #6, Branch and ForRange nodes working
C# entity definitions for env_cubemap_box (do box first, env_cubemap is the same but with a sphere influence)
Remove env_cubemap_box from fgd
Network tables for env_cubemap_box
Create SceneCubemap from entity properties
Add indoor_outdoor_level (priority)
Start feeding NavArea to managed
Fixed create game modal not using game filter
Create a menu scene panel and add hovering player
Tweak rotation on the menu - trail particles a bit odd
Tweak menu style a bit for now
Remove ActivePage and just use FrontPage, update it
Loading panel style tweaks
Backdrop filter
Remove settings in-game + set random seed so team color is different
Use different seed
Oops need to add menu resources
Add Game.InGame for buildhash so updates immediately
LuaMesh.BuildFromTriangles allows modifying the mesh
This is only permitted when the vertex count matches between existing mesh, and the new mesh.
EntityEmitSound blocks CSceneEntity close captions
Remove skins from plastic crate
Generate output parameters for #6
Still need to do invocation
Make control flow node definitions simpler
Some control flow node tests
Failing because of #6
Don't use ReadByteArrayFromStream (it's gone), comment out RenderToTexture for now
Bass, cowbell, flute, guitar, jerry can guitar, tambourine, trumpet setup for weapon racks.
Delete volumetric fog gamesystem, game entities and fgd entries
C# entity definitions for volumetric fog controller & volumes
Everything got to be networked in this shit way
First pass getting all of volumetric fog creation in C#