113,174 Commits over 3,959 Days - 1.19cph!
Add LOD fading integration
Added SSS support - doesn't pass through to deferred stage but compiles
Add `ui_pool_max_list_size` convar to fix UI instantiation lag until unity 2022
Set default max list size to 1,000
Don't pool any lists > 1k
minigun spin + gunshot sound WIP
Running all speed tree animation off of one clock with various sub-element oscilations now calculated in shader, to make support for motion vectors easier.
More work needed to see if this isn't duplicating effort.
Fixed Fluid Switch Pump being unwirable
Screen content iteration.
Oscilloscope.
Fixed incorrect terrain height in harbor 1
Re-enable tooltip text for single vendor names
Replaced old cranes in harbor_2
Replaced old portacabin meshes in both harbors
Added doors to all portacabins in harbor_2
Fixed missing ladder trigger in harbor_2
Moved one of the light switches to the rooftop in harbor_1
Merge from bradley_scientists
Updated stationary scientist AI design.
Switch scientists to stationary AI design instead of immediately killing them if the Bradley gets destroyed.
Fix nexus map not appearing until you close and reopen it
player update. p17, glock and m92 pistols entities and override controllers updated to use new pistol anim set
Change the zone details on nexus map to use flex layout
Use a separate prefab for the zone labels on the details panel vs. the map markers
Merge from main -> 2022_3_20f1
Added support for LOD cross fade
Added a stationary AI design and fille.
Updated Bradley scientist prefabs to reference it as an additional design.
Fixed a bunch of naming inconsistencies across IO entity handles (e.g 'Power' instead of 'Power In')
screen placement position move
Fix right clicking attachments going onto held gun instead of into open backpack
Hovering over a vending machine now shows the names of the machines (as it used to)
Vendor UI now closes automatically when map is closed.
Harbor_1 / moved broken loot spawnpoints to the new island
Scene2prefab
disabled snow effects on train tracks as it doesn't play well with biome tint and procedural railroad connections
Hide Poncho models/ materials/ prefabs
Reposed Burlap Gloves to match updated player rig
Fixed door controller swapped input positions: passthrough back on top and power in on the bottom
Added snow setup to roads prefabs
Merge from bradley_scientists
Merge from bradley_scientists
assigned minigunammobelt material to the ammobelt on minigun viewmodel prefab
Added snow material setup to compatible structures prefabs
Moved some mesh decals from Structures to Mesh Decals
Added snow material setup to static vehicles
- Fixed bunny hat view
- Fixed egg suit view
- Fixed forceCamUpPivot option not functioning
Motorbike now balanced for lean, unlike Modern Warfare 2
Improved how we determine the best snap position to fix a bunch of clunky placement issues
Bike mid-air throttle/brake based rotation control
Don't stabilise pitch as much