248,635 Commits over 3,928 Days - 2.64cph!
Merge from qol_scope_zoom_toast -> main
IActionGraphDelegates can now be created from Type delegateType
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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
Use engine PlayerController
Fix warnings
Always define vTexCoord2 by default
Shader rebuild
Escape Card
Increase base rerolls
Fix CameraComponent.ScreenNormalToRay
Always define vTexCoord2 by default
santa outfit
Leaderboard backup, run #
16085
Humans: port over more animations from the Citizen set
Shading Complexity in ToolVis, quad overdraw isn't even working now, and certainly doesnt need it's own shading mode, can make all materials use same shader
Remove HighlightDeprecated from shaders, seems was never used?
Remove long unused shit from pixelinput and vertexinput and clean it up
Remove D_ENABLE_USER_CLIP_PLANE, complete bullshit, we use oblique projection matrices now
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
Moustache, Mutton Chops, Medium Beard and Female Mesh Tweaks
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
Remove this old sound capture code from soundsystem
Lock mutex when encoding audio frame for videorecorder
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Leaderboard backup, run #
16074
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.
Turn NodeExpressionBuilder into an interface
So custom implementations can be used in MethodBinder
added worldmodel prefabs for the knight armour, added knight armour viewmodel prefab
updated battering ram anim, new states in animator, more build up in attack anim