244,457 Commits over 3,898 Days - 2.61cph!
merge from transparent-shadow-receiver
merge from branch_open_interact_delay
merge from torch_extinguish_fix
merge from turret_flashlight_load_fix
Updated Minecart Planter and Bath Tub Planter GIBs to use improved mesh
Updated Minecart Planter Soil Material to use correct Specular Map
CharacterController component nice and slimmed down
Debug components for Trace and CharacterControllerHelper
Add ModelComponent.ShouldCastShadows
Latest player controller scene
updated vampire stake overall width and rotation
Trace startpos fix
Fix capsule trace StartPos
wip custom rack type positions
When SceneTree changes scene, cache the selection and try to select those objects again
If we're casting against a sphere or capsule, add on the radius from the proxy
Updated Bath Tub Planter and Minecart Planter to use a new Guide Mesh
Fix not being able to drag in prefabs to scene (prioritize local files first)
Fixed Duplicating GIBS on the Bath Tub Planter
Fix mistake in trace solver when porting over
Cast against hull properly
merge from main - applying recent fixes.
Add trace solver
Attempt to use trace solver for meshes and hulls
Leaderboard backup, run #6557
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Lower craft amount to maximum craftable after inventory is updated and craft text is not selected (to handle inventory updating from server after UI calculates max amount)
Fix craft amount reseting to `1` each time you craft more than 1 item
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Store the clothing of the player with the head object for reproduction later
Scrap heli, parent ragdolls
Interpolation edit, no longer need the fancy stuff
Manifest again, to fix scrap heli
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Enable ragdoll -> vehicledetailed physics collision
A rather difficult merge. Main -> RagdollRewrite2 (server-side ragdolls)
First pass on a new detached head in a bag item
If the gathering item has this behaviour enabled in the gather settings a head item will be produced on the last gather hit on the corpse (enabled on the butcher knife for now)
The item is non-stackable and stores the relevant information about what NPC it came from (player data still wip)
Added an Inventory information panel that displays what animal the head was gathered from when selected in the inventory
r_tiled_rendering_depth_cull: Better to flag it as FCVAR_NONE for now
Move specialized parts from renderpipeline into their own files, implement dynamic reflections into procedurallayerrender
Add depth downsample layer, replace CVrComputeShaderRenderer with generic one
Cleanup dynamic reflections layer
Move depth downsample to it's own neat layer, use specialized depth resolve for another image format
disable depth cull for tiled rendering while I figured why certain tool views can't resolve intermediary depth, temporarialy fixes lights and cubemaps on Scene editor
Vulkan compile for depthresolve_cs
Remove r_resolution_scale not referenced anywhere
Cherrypick
88308 and
88309 (MaterialPropertyBlock not rebuilding after resize)