111,967 Commits over 3,928 Days - 1.19cph!
Added range info to the seismic sensor item information panel UI
Fixed broken Rowboat prefab
Fixed broken rowboat prefab
Setup map marker update on invokerepeating rather than FixedUpdate
Reset the ObjectWorkQueue before it early exits when no work is present
Don't serialize queues that did zero work in a frame
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master house interior progress
Implement ObjectWorkQueue profiling dumping to CSV
Fix ObjectWorkQueue using full name instead of name of type
Enable ObjectWorkQueue profiling by default
Add `runtime_profiling_interval` to allow the flush interval to be changed (default 60s)
Fix #CLIENT compilation errors
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Updated Large Rubbish Skip Colliders
Updated Large Rubbish Skip Textures and Materials
handcuffs 3p setup - added initial anims, created override controller, set entity to use
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Notify seismic sensor when flame turrets are destroyed
Tweaked various explosives seismic vibration levels
Fixed thrown easter eggs and halloween candies notifying seismic sensors (they're secretly grenades)
Notify seismic sensor on helicopter explosions (both players and AI owned)
exported blunderbus viewmodel anims
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merge from clamp_screen_shake
Added dumb fire scientist state.
AI Arena now applies spawn position forward directions to scientists when spawned.
AI Arena spawning now only uses active spawn locations.
Added Scientist.Arena.DumbFire prefab
Added Scientist.Arena.DumbFire.AIDesign
Added Scientist.Arena.DumbFire.Loadout
Updatea AIArena spawn prefab list with new arena scientist.
AIArena scene update.
merge from water_purifier_pickup
merge from hackweek_renderlod_collapse
merge from toggle_inputs_chat
merge from launch_site_lod_culling_fixes
Ensure collapsed renderers can still register with occlusion culling
Added client.clampScreenShake convar (defaults to on)
Adds a dampening pass to our dynamic screen shake, reducing the maximum amount of screen shake in intense situations while still maintaining some camera movement
Should only be noticeable when there are multiple forms of screen shake input occuring, single instances rarely get above the threshold
VM camera animations for M39, L96 and Bolt Rifle
Better socket deploy guide rotation
If a state is being entered via a transition with a duration, respect that duration when transitioning to the vm camera anim
Sidecar work, trying to get it feeling right to drive + other edits
Switch gameplay events to also use new bulk uploading api
merge from main -> analytics_server_profiling
Detailed collider setup for all bikes
World collider setup for all bikes
Can now pick up empty campfire water purifiers, both water containers must be empty
Entities that are deployed into slots (water purifiers, locks, etc) will now show an invalid deploy guide floating in front of the player instead of just showing nothing (the deploy guide was at 0,0,0)