125,298 Commits over 4,079 Days - 1.28cph!
Update: AutoTurret - rewrite rotations via matrices instead of TRS
- Delete all TRS related stuff (turns out you can't do non-uniform scaling with it :/)
- Incorporate transform hierarchy up to gun_yaw
This should be slower, but different PC - will re-bench once home
Tests: spaend a turret and caused it to rotate different ways
trawler ship hull material vcol blends progress, more uving
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Add command to join party by ID
separate volume slider for UI sounds
fix reproj artifact when camera rotation snaps far
Wall Storage - Updated prefab setup with a proper one, working LODs, Gibs, IO ports and lights
M15 Pistol - Small fixes to world model LOD3
add separate shadow density scale for cloud atmosphere shadowing
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configurable cloud haze with height falloff, attempt improvement to sun-moon transition
M15 Pistol - Added final world model and LODs FBX, tweaked attachment positions
- Removed indirect_instancing.enabled toggle (was broken)
- Reverted all modifications to MeshLOD, MeshCull, RendererLOD, RendererBatch and other LODComponents
fixing erosion issues waterside and stripe artefacts
- corrected slope angle calculation that was causing striped carving at low
- introduced procedural carving limit that eliminates waterside carving and just limits max-depth elsewhere
day-switch oddity mitigation with gradients (code fix needed for highlight hotspot)
VC TOD gradiation of ambient and scattering during sunsets.
- Fixed and optimise debug diagnostics
- Use an array instead of a dictionary to store RenderKeys
- Added various toggles for controlling which parts of the system run during profiling
InstancedDebugDraw: Fix performance issue when re-adding instances each frame
merge from abyss_containers
merge from frontiergatewalldesc
merge from viewmodel_camera_anim_v2
merge from combatknife_sfx_drop_fix/woodtea_drink_sfx_fix
merge from resourcedispenser_stacksize_fix
merge from grass_skirt_legs_fix
New StaticMissionItemDispenser entity, acts like a static storage container that fills itself with whatever loot is required by the mission when interacted with.
Saves us having to scatter a heap of mission points around monuments that will then get cluttered over time, this allows us to have a single item dispenser that can be used by missions
Added to fishing village A, updated safe zone unlock mission to fit
Fix response buttons being clickable when animating
Fixed being able to repeat non-repeatable missions
S2P compound
Add a spawn point fishing village a, S2P
Create a new CompoundSpawning test scene
Merge from outpost_spawning
Fixed the conversation screen layout jumping around as the responses and text is animated in, making it hard to click on things
Panel is now presized and won't resize at all mid conversation stage (will still resize at the start of each stage)
Document icons
Add support for showing non item rewards
Switched outpost scientist npc to a generic mission provider
Added support for generic dialogue handling when there are no available missions
Generic mission process is now alloc free
Safe zone spawn unlock mission boilerplate
Very rubbish first attempt at wall snapping when placing deployables
Merge from party_system -> main
Fix another NRE when connecting to a server in a party
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patrol_heli_revision_2 -> main
Removed logs
Ensure heli can crash at airfield?
Extend flee monument search range
Clicking link in steam chat will add you to the party
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Patrol helicopter flee map marker matches rotation
Patrol helicopter flee map marker shows an estimated to flee location
Reduce button width
More phrase support for interaction modal
Show 'cant connect to steam' error popup as an interaction modal instead
trawler ship hull material vcol blends progress, more uving
fixed oilrig mask seams