202,613 Commits over 4,171 Days - 2.02cph!
Small tweak on fairy point.
Fixed all remaining ghost bulbs I think.
clothing_mannequin platform, guidemesh updated and icon updated
clothing mannequin corpse setup
resized mannequin textures to 2k, added gibs
Set MP5 high for the same reason
Every projectile weapon now has a maximum effect distance that the effect can be heard
Set the bolt to an insanely high value (FOR TESTING - NOT FINAL)
Effects can now be provided with a max distance
If this new max distance is provided then we will do an additional distance check to see if the effect should be sent to any connection within the new max distance
Eg effect will check distance to see if the other player is close enough regardless of default network range
More terrain sculpting and smoothing
Add in convar to enable/disable long distance sounds, force the longer ShouldNetworkTo entity signal check if i or occlusion are enabled
Added safezone and sentry
Run scene2prefab (skip HLOD)
Only show sleepingbag team labels if:
Sleeping bag and player are in building priv
Have a hammer out
Fix a problem which would sometimes not display your favourite servers
Reduce the amount of search pruning: it was too severe:
We were overly pruning servers based on wipe and play times, but servers in the favourites aren't guaranteed to having these values.
This was causing us to excessivly prune search results that didnt need to be pruned.
Never skip checking objects for references or we'll delete things we need
Remove left over log in loading screen
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Disable flattening on a few more components
Remove duplicated DungeonGridLink in entrance_ferry_terminal
tweaked mannequin skinning to work better with poses
Re-enable vine trees
added icelake
altered iceberg
Cabinet casts a cookie'd spotlight forward.
+ Related files.
Can drive in between obstacles better
Left side preference seems to be the way to go
Increase distance awareness
Better avoidance model
Rather than appending left,right,left,right directions append all left centre then right
When picking an avoidance direction attempt to pick a side that that containues with the ongoing steer, eg pick a left side if currently going left
Flip steering direction (was steering left when meant to be right)
Added different triggers, NPCs, Static vendirng machines
Merge from foliage_displacement_improvements
Run scene2prefab (skip HLOD)
Remove redundant DungeonGridInfo component from ferry terminal train tunnel entrance
Handle references to any component instead of just transforms, just to be safe
Fix DungeonGridInfo NRE because DungeonVolume is no longer a child after flattening
Fix animators breaking after S2P flattening
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Commit .meta files for floating walkways too
Delete `private.0.meta` file that keeps popping up in plastic
Create deep sea portal entity
- trigger size is networked so we have the option of doing the visual effects on client
- entrances & exits are a single entity, change the enum to switch the behavior
move vclouds under graphics settings and part of graphics presets, default convar on
Show name of prefab inside `FindPrefab` profiler scope
- inside `LoadFromResources` and `PrefabPreProcess.Process` scopes so we can see what entities are specifically taking time to initialize when loading (in craggy)