110,898 Commits over 3,897 Days - 1.19cph!
Reduced blurring when using TAA
Disable TAA in TwitchDrops render scene to fix black BG in renders
Added jungle ruins stone floor textures
Update protobuf codegen exe
Battering ram folder cleanup
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made f1 grenade world model have the ring and lever, removed it from thrown projectile, investigating skin material not displaying correctly - needs enabling in workshop and adding to entity prefab which is 3rd person held prefab
Implemented new battering ram animations
Changed the damage logic
Merge: from mapuploader_retry_exc
Fixes an exception when map uploading fails and it tries to incorrectly retry.
Tests: in editor's procgen server - hardcoded a failure point on first attempt, 2nd attempt managed to send it off properly.
Bugfix: Recache map uploading stream to avoid using a disposed one
In the rare event that the first request was sent & failed, it would consume and dispose the stream linked to it, preventing us from using it in the next retry.
Tests: in editor's procgen server - hardcoded a failure point on first attempt, 2nd attempt managed to send it off properly.
edited the minicrossbow vm rotation curve for the barrel on viewmodel prefab
Setup new scientist animation system
Cherrypick
99260 (make VectorData & Half3 IEquatable)
merge from fix_battery_charge_left -> main
Add `set_battery_charge` admin command to manually modify battery charge
Fix battery showing "5m" of charge left instead of "24hr 5m" when >24hrs charge left
super basic in-editor marching cube setup to make experimenting a bit easier
Merge from qol_scope_zoom_toast -> main
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Updated knight armour 4k textures
exported 3p shield anims correctly and turned 'write defaults' back on for the metal shield idle in player animation controller
Fix scientist corpse prefab ID not being updated after folder move
replaced greybox volumes with the wip floor kit in ruins
ice sculpture sound import settings
Fixed priority of block impact anims so they don't go via the idle state
Fixed left hand driven camera animation not working when shields are active
Split "Save Backpack Holster" option on HeldEntity inspector into two options, "Save Scene Position as Holster" and "Save Scene Position as Backpack Holster"
Added a "Save Holster Info to Prefab" button that copies the current holster values to the prefab asset
Don't show any of these options on Held entities if they are not in the scene (they would have failed anyway)
Adjust shield holstered positions
Removed some placeholder anims
Disable write defaults on shield idle
Fixed car shredder in the junkyard using a borked shadow proxy.
Junkyard S2P
Maybe fix for miner hat issue, not sure. Couldn't reproduce it.
- only regenerate previous/target weather textures if the states change
- do moon lighting
- add convar to force a cloud config
- other shader adjustments
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Merge from /deluxe_christmas_lights_emission/xmas_light_uncrappification/
(MeshLOD removal.)
Just run the LOD0 mesh instead of LODMesh scripting every instance -- to test incompatibility.
Probably wasn't even worth the CPU overhead anyway.
added worldmodel prefabs for the knight armour, added knight armour viewmodel prefab