197,741 Commits over 4,140 Days - 1.99cph!
Store dlc overlay page prefab variant setup
Moved the DLC price logic in cart button
M15 Pistol - Updated cinematic textures with new ironsight
sharing more data between batched projectile effect processing - only accessing transform pos/rot once per projectile and only checking retrieving local player entity data once per batch
M15 Pistol - Added ironsight dots to world model, small alignment tweaks to size and position
Test changes I used for auto driving boats for solo testing stuff
Fix some client/server domain issues with GetEntitiesInBuildArea
Merge from trimmed_asset_warmup/scene_warmup
Fix client+server compile
Merge from trimmed_asset_warmup/scene_warmup
Fix MLRS being dependent on the rocket prefab server components on the client
Fix possible AuroraEffect.UpdatePosition NRE
Added a sample config file that should be used by the build tool.
Merge from main, resolve conflict in FPSLogger caused by
123804
Bugfix: BaseRaidBench - this is no longer nude beach
Tests: built C+S and C-only, ran the scene
Update: BaseRaidBench - simulate client flow
- use a fake client backend and a dummy connection
Fixes players not facing the target, but breaks player clothing for what-ever reason.
Tests: ran scene
fix double rendered MeshCull objects
Unify LOD showing/hiding logic and ensure that Hide() is called when a state is covered by instancing
Update: BaseRaidBench - wip weapon aiming
- Weapon debug graphics confirm aiming direction
- Player model doesn't face the right way (need to run client updates, that's next)
- added benchmark-related safety checks in local client logic
This also hijacks main camera, I'll have to fix that later
Tests: ran the scene
Store page overlay recycling
Some layout tweaks
Try only doing is server checks in a listen server
M15 Pistol - Emissive glow in iron sights
bloody bucket for the medical bay
Pilot codelock - closed status emissive texture
Pilot Codelock - updated textures and prefabs
Window closed by setting there canvas group alpha to 0 are now set as not pickable in the scene view in editor
Removing Build script from the wrong place.
Removing unecessary files.
Fix snapping not working on split client and server
Add options for setting rate limit of horn.
Initial settings allow for unlimited hooting and tooting.
Added Updated Compass Viewmodel FBX
Optimise SH Baker into larger raycast batches, caching texture data, and SH occlusion sampling using parallel jobs. Handle cases where fbx does not have material assigned by searching local materials folder
Enabled mip maps on some store assets
Overlay page button progress bar
view model camera animation update
Merge from trimmed_asset_warmup/scene_warmup
Fix asset scenes never finishing loading when running as server
Enable map in hardcore
WIP bringing back fog of war, taking some parts from the old MapEntity class from 2016 (lol)
Local fog generation working, map shader updated to work with canvas group alpha
Position is offset for some reason, still investigating
snap_deployable_improvements -> main
Reduce how close you need to be to start corner snap
Added summary
Reduced cast origin a little
Fixed bathtub planter corner snapping
snap_deployable_improvements -> main
Dont include the clientvar