106,690 Commits over 3,836 Days - 1.16cph!
More compact format for ForwardTest shadow map and updated replacement shaders
Added terrain and base core to depth gen + cleanup
Fixed bushes spawned through the decor system not casting any shadows
Allow conveyors to reach beyond a storage adaptor when looking for inputs, can now chain together multiple containers without need for a combiner
Conveyors will stop looking for inputs if they hit a storage entity that is not an adaptor or another conveyor
Conveyors will draw from a maximum of 16 containers per tick
Remove dryfire sfx event from start of v_semi_pistol@slide_back, fixes sfx playing when switching to an empty p17 or semi auto pistol
Added givebp convar to add a blueprint to your inventory for testing (eg. givebp hatchet)
Remove ragdoll layer from submarine parenting
Fixed pipes not getting disabled by LOD
Don't time out the filter fail/pass outputs, they'll stay on as long the filter has passed or failed and the conveyor is active
Merge Main -> PhysicsLayerRevamp
Hooked up on/off lights on the conveyor
Storage adaptors now briefly flash red when they lose an item and flash green if they gain an item
Xmas2022 project backup/merge
Updated shadow gen to recognize foliage and others
Conveyor interface lighting
Changed some industrial textures to faciliate new lights.
Fixed Conveyor model not using the metallic texture.
WIP better directional display when in TC range on pipes
Fixed scroll direction on industrial pipes when holding pipe tool in TC range
Fixed xylobones C4-B4 pitch shift being 0.9 instead of 0.5
Fixed bass guitar incorrect wav file naming on B2, C3, and C#3. Assignments still need updating.
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Fix for light proj params shader const not being updated when shadows are off
Merged the geometry of room modules
Merged wall and floor meshes to fix flickering pixels against bright sky
- Only log client performance when in server
- Reuse lists
Removed adding CameraUpdateHook on MainCamera.Awake() due to duplicates during testing => added directly to MainCamera.prefab instead
Finished procedural bunker dressing
baseline furnace balance pass
fixed/improved electric furnace bounds, volumes, collider
Rearranged more stuff to be sent from main thread & fixed some fields being set twice
Full game manifest update
Fix conveyor filter scroll not behaving correctly with 12 filters assigned
Refactor a bit so multiple people can connect to RC entities at the same time
Only one player will receive control over RC entities which can be controlled though
Computer station UI will show if you are in 'viewing only' mode when someone else has control
Fix compile errors in different build modes
Better fix for the splitter > crafter blueprint scenario