224,122 Commits over 3,684 Days - 2.53cph!
Automatically spawn players at random points on the map every half second (and then kill them)
Make sure we run interpolation on the new loop, this is being rewritten atm so I don't wanna touch it
Optimize GameObject.Network, we do not need to constantly find the network root, it should only be set on network spawns and parent changes
separated kickstand from the main rig to allow for the sidecar connections
Fix triangle foundations not lining up after building outwards due to side sockets being 0.01m offset
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Remove more PingEstimator spam
Automatically kill players 20 seconds after spawn, unless they're the local client player
Fixed all hunting bow arrowheads so they don't render on the middle of the arrow shaft in 3rd person.
Reworked the fire arrow flames so that it doesn't bug out and stretch on vehicles.
Also added a tiny light source to it and made it look and perform better.
Merge NudityNREFix -> TrackDownRagdollStalls
Cherry pick
96364 as there were other changes on that branch that aren't ready for main
Ensure can't use different RPC attributes together, doesn't make sense
Fixed errors when using server-side corpses and pixellated censoring in editor, or changing cencoring mode in editor with server-side corpses present
Fixed the timer box staying active when a mission doesn't have a timer
Fix Socket_Specific_Female not getting parented to the target entity if parentToBone is false, fixes storage adaptors not getting parented properly and preventing industrial setups from working
Add some more documentation to the other RPC attributes
lb_indexed_pointlight_shadows. By default for now, don't cast shadows to indexed point lights if the cvar is set, rarely worth anything useful
added candle and flame to jackolanterns, re-rendered carvable pumpkin icon as previous one clipped
Fixed EffectParentToWeaponBone leaving orphaned particle effects in the world after the player changes weapon
Implement MethodArguments attribute, use it for UnicastAttribute ensure that first parameter is Connection
Fix NRE in BaseViewModel.HideSightMeshes()
legacy crate model, lods and gibs
materials and textures
Fix TC showing "Clear Authoirzed List" when no players are authed on TC
Fix client compile errors
added gibs for hunting trophy large, small and fishing
Add ability to auth friends on TC (similar to turrets)
- rename `AddSelfAuthorize()` -> `AddAuthorize()`
- both "auth self" and "auth other" use same RPC
- must assign "PickAFriend" dialog to tool cupboard entity for it to appear as an option in the radial menu
- enabled on both TC & retro TC skin
Fix file move on vpc for shadowmap_texturebarrier_renderer.h
Fuck off with subrect clearing on shadowcache, we do it much simpler on draw now which is guaranteed to be clean, our goal is to go bindless too so it doesnt even apply
Pass per view lighting constants to shadow, transition barriers to fog
packaged food finished textures
narrow track pieces, fixing various issues with normals and face directions
merge from Tier3CrateRotationFix
merge from cargo_double_dock
merge from hobobarreliconfix
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merge from fix_uncompressed_tags
merge from teslacoil_igniter_damagepickup
merge from fix_storage_adapter_blocking_looting
fixed black line at top of hobobarrel icon
Make CSM to be re-rendered for each view since they are view-dependent, but we can keep the same tiles we reserved
Static vs. Dynamic object rendering for FindOrCreateShadowMapsForLight
Remove shadow template views, doesn't make sense to have this code duplicated and makes it harder to work with it, I don't think we use those HLVR constants the code mentions, and if we do it should just be on the standard pipeline
Vulkan: Fix ClearImpl not respecting layer viewports smaller than the screen, and instead just clearing everything with a fast renderpass, this caused issues when we want to just clear a small rect
lb_time_sliced_shadows, fix directional lights not showing up, clear each rect when wanting to draw rather than having a complicated shadow atlas clear system
Make sure we run interpolation on the new loop, this is being rewritten atm so I don't wanna touch it