125,754 Commits over 4,109 Days - 1.28cph!
Merge from trimmed_asset_warmup/scene_warmup
Fix Signage.PreProcess NRE on server when client components were stripped at build time
UI.Colourize shader supports SoftMask
Merge from trimmed_asset_warmup/scene_warmup
Run part of prefab preprocess at build time on asset scene prefabs, run the rest in asset warmup
Show max team size in the disconnected screen error message instead of as a toast
If you are the party leader and connecting to a server that has max team size lower than your party size, prevent connecting and show a toast indicating you need to remove party members before your party can connect
- doesn't apply if max team size is zero or unable to be found
Add max team size convar to server tags & parse team size in server info
consistent button styling
Fix oversight in previous fix
Fix long range spotted debug being wrong
Navigation, filter and search styling for store
- Better debug drawing of cones (more 3D)
- Fix long range sight rectangle checks being wrong (wrong order of arguments, dir passed as pos)
- Allow looking up and down not just sideways
merge from snapping_higher_floors_hotfix
Fix DrawCone not properly handling non 2D directions
Merge from compass_gameplay
Fix and improve the previous fixes and improvements
Removing floating script from individual floating walkway pieces, dividing level into chunks instead. (WIP)
Update: BaseRaidBEnch - wip shooting
Since there's no firing cooldown, 100 players shooting every frame lags a ton
Tests: ran scene
Prevent leaving cover when being sniped, first iteration, needs more work to handle when sniper repositions
- Fix LKP not being updated correctly when hearing new noises
- Fix melee weapons making big noises
- Separate the noise location from the guessed location of the thing that made the noise (we don't want to look at where the bullet hit, we want to look at the shooter even if they are very far)
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Pilot Codelock - WIP Prefab setup and fixes, added icon
Fix Engine prop collider in Powerplant monument
Addd UV2s to floating walkway kit for sea moss blends
Connected Session styling
edited M15 pistol admire anim
removed individual sitems for abyss barrels and linked abyss hazmat as steam unlockable on item script
More mipmaps on voice props store assets
Cache DLC prices so they're only requested one time per session
fixed potential break in TraceWaterRays/TraceWaterSpheres logic that would cause casts to miss water traces if an earlier one had hit the max number of colliders
Store dlc overlay page prefab variant setup
Moved the DLC price logic in cart button
M15 Pistol - Updated cinematic textures with new ironsight
sharing more data between batched projectile effect processing - only accessing transform pos/rot once per projectile and only checking retrieving local player entity data once per batch
M15 Pistol - Added ironsight dots to world model, small alignment tweaks to size and position