140,162 Commits over 4,505 Days - 1.30cph!
apply prefab to scene, S2P Gas Station
fix gas station better loot spawns not respawning after server restart
Water Treatment Plant Maintainables Rework (from helk feedback)
- each wheel turned fully adds 180 pressure, which is now equivalent to 3 hours of water flow
- max pressure of the tank increased to 360, decay changed to 1/minute
- water output per minute scales linearly with pressure in the tank, from 0 to a ConVar configurable amount (default 1020/minute at full pressure)
- when pressure falls to 0, water flow stops and the water in the pipes begins to evaporate at a rate of 200/minute
- (WIP) number roughly balance out to a fully pressurized water pipe being 2x as good as a freshwater pump, including IO push/autofilling numbers
Added pop cap sounds and hooked up, adjusted 3p throw events
wip scrap king building skin - initial setup, materials, textures, test blocks
Added cap world model (in case we decide to add it to the left hand)
Renamed the flare folder from 'FlareOld' to 'Flare'
(groundbreaking stuff and will probably break the internet)
removed animator from .weapon prefab
Deleted old materials/model/rig/anim files
- Moved materials/model/rig/anim files to the original folder
- Deleted 'New' folder
latest glass ar admire anim exported
updated events so flare appears more realistically back in hand in 3p
puzzle setup, placed doors, started splitting up stations into rooms
fix ADS jitter with the shield on your back
Taper and fade the last few seconds of satellite trail right before impact so that the trail looks nicer/more natural while it hangs around post-impact.
snow machine, discoball, strobe light and drone now proper have world models
LOD0 optimised to be cheaper than burlap sack
- added jellyfish test assets
- added seagull asset for testing
Fixed a spelling mistake in the SpatialBiomeFogCamera's CommandBufferDesc name
Added names for all CommandBufferDesc instances
removed unused random rooms (broken links), added doors and puzzles to medium and small stations
Use a NativeArray for lightShadowData
- added frog store asset for testing.
Added a way to name command buffers that are handled via the CommandBufferManager instead of just having a random hash at the end, this should make it easier to debug issues with command buffers that cause warnings or errors
Add two PoolAnalyzerGetWrapper
Continuing lookdev/theme exploration in small random rooms w/ set dressing. Added spawner scripts to ones so far.
Fix swing seats marking attackers hostile
Made anim effect test a bit stricter, found 8 more cases that would warn ingame
Slightly less trivial to fix, for example C4 reuses satchel animations but doesn't have a throw effect, but can't get rid of it since satchel charge needs it
Fixed by adding new ignoreInheritedEffectEvents in AnimationEvents, any effects added there will be ignored
All tests pass
Fix held entity sprint modifier NREs
Fixed the issue where the night vision goggles would appear black with shadow caching enabled
cherry picking from single shot world model
cherry picking from door key world model 2
cherry picking from door key world model
cherry picking from fog machine world model 2
cherry picking from fog machine world model
cherry picking from fishing tackle world models
cherry picking from small spike world models 2
cherry picking from small spike world models
cherry picking from weapon rack world models 2
cherry picking from weapon rack world models
cherry picking from small spikes worldmodel
cherry picking from tincan alarm and floor spikes worldmodel
Updated the LightingPass and Shadows to use the new RenderGraph API
cherry picking from landmine worldmodel 2
cherry picking from landmine worldmodel
cherry picking from workbench worldmodels 2
cherry picking from workbench world models
cherry picking from netting world model