243,578 Commits over 3,898 Days - 2.60cph!
Work on generating outer delegate for expression graphs
Increase stacksize of hbhf sensor from 1 -> 5
m4 shotgun viewmodel
- deploy update
- removed pump movement in reload
disabled animator on 3p entity
Fix citizens healing players with ai_ignoreplayers 1
func_door looping sound fixes
Bump ents.FindInCone/Box return limit to match FindAlongRay (1024)
Added lua_refresh_file <path>
Guard against re-entrant calls into Qt's processEvents
Fix splash screen closing before loading finished
set up attachment positions
Just for sanity, lets assert that we're the critical Qt stuff in the main thread
There's really no need for this code to be using Task.Run. Also fixed it running 5 times on startup.
Test for expression graph creation / invocation
Fix for waterguns not correctly applying the last burst of water.
Basic UpdateInputOutputs support for expression graphs
Lights don't accept PixelInput - explicitly pass positions / lightmap uvs
These should be g_vHighPrecisionLightingOffsetWs instead of g_vCameraPositionWs
float4 DoAtmospherics( PixelInput i, float4 vColor, bool bAdditiveBlending = false ) -> float4 DoAtmospherics( float3 vInputColor, float3 vPositionWs, float2 vPositionSs, bool bAdditiveBlending = false )
ShadingModel is never going to be an interface like this
TransformNormal, NormalWorldToTangent accept explicit parameters instead of PixelInput
PS_InitFinalCombiner( PS_INPUT ) -> PS_InitFinalCombiner() so it works without COMMON_PS_INPUT_DEFINED - this is just for default values anyway
Delete DryEraseMarker from common ps code
PS_CommonTransformNormal should be wrapped in COMMON_PS_INPUT_DEFINED too
Wrap Material funcs that interact with assumed common PixelInput with COMMON_PS_INPUT_DEFINED
Add support for moving multiple selected GameObject nodes in the hierarchy
More input / output node validation
Consolidating network messages
Fix UISystem exceptions on startup
Stop using Json for network messages
Lock messaging down
These network messages should be raw and uncomplicated, so lets do that
merge from boombox_network_loop_fix
merge from fix_turret_item_filter
merge from 0_cost_repair_fix
WIP expression graphs, output nodes
Expose overriding envmap face size, add SceneCubemap.RenderSize
Refactor to ZNear and ZFar properties to match Camera
Expose controlling cubemap near far planes, add SceneCubemap.NearFarPlanes
Force re-render cubemap if m_bRenderDirty
merge from building_skins_4
network++
Use fixed position when opening component context menu with the button
It just feels slightly better this way
Leaderboard backup, run #7420
Component headers can be dragged into control slots
Added a new item definition field - treatAsComponentForRepairs
Our repair cost calculation will automatically substitute any items in the Component category with another resource, but some deployables have been using items in the resource category like CCTV cameras as a crafting cost
By marking an item as treatAsComponentForRepairs, it will use the desired behvaiour even though it's in the wrong category resepair wise
Applied to RF Broadcaster, RF Receiver, Targeting Computer and CCTV camera
This should fix repair behaviour on Auto Turrets and Computer Stations
Also fixed some rounding issues that could result in a repair csot of 0 for a given resource, the minimum repair cost for any ingredient will now be 1
This behavioiur should be consistent between the hammer and the repair bench
Label power input on audio alarm
Standardised convo 4 and 6 so that the loopback conversation option is always the last option in the list
Remove log in IgnoreCollision trigger
Properly remove tutorial island respawn options when finishing the tutorial
Update my ColliderShrinkToFit editor to Unity 2021 style
Make sure rigidbody wakes up when boat engine starts
Merge from tutorial_island
Disable drop to ground on ore spawners, might stop ores getting placed on the ocean floor underneath the island
Fixed loading during a tutorial not working
A whole bunch more updated materials
Even more gizmo compile fixes. Sorry guys.
Merge from tutorial_island
Remove missing component from terrain asset
Another link test