255,058 Commits over 3,990 Days - 2.66cph!
4ShotMiniCrossbow -> primitive
- Moved start barrel rotation to the correct time
- Finally fixed the last few artifacts with reload -> idle layer changes
Show server convars in the find menu while playing in Client/Server mode in the editor
Added a small delay before a weapon can be used after lowering the shield (0.2s)
Transition out of the attack animation faster if the player is going into a shield hold (shortens time players hand clips through shield in third person with guns)
merge from primitive -> aux2
merge from primitive -> aux2
merge from optimize_prepare_prefabs -> primitive
merge from primitive_gm -> primitive
Fix horse comfort not working with new ridable horses
Fix items showing red (restricted) in F1 menu if they were blocked for crafting/vending but allowed in loot
Update Viewmodel scene with ssao also showcasing proper prepass
Overlay is considered a game layer since it draws to color, fixes depth prepass for overlays, remove overlay prepass from renderpipeline_standard
CommandList.GetRenderTarget with SizeFactor, don't allocate DepthTexture for it since it's not being used anywhere yet
Remove GTAO include code from scenestaging
DynamicReflections component stub
- Fixed angle glitching backwards between each reload step
Fixed teleportteam2me not working correctly, will also now support sleepers
Added teleporttargetteam2me, takes a team id and will teleport all logged in and sleeping members of that team to the player
Ballista: decreased reload time, increased turning speed, 360 degrees range and increased vertical down angles
Decode cached vertex normals and tangents
- table cloth material fix
Don't call CalculateInstancingObjectToWorldMatrix when using D_CS_VERTEX_ANIMATION, it's already calculated in the cache
Automatically detect if a type can be copied for cloning.
Cleaneup clone reflection code
Remove clone interface and attribute
Add another test
Add another test
Format
merge from optimize_prepare_prefabs -> aux2
merge from primitive -> aux2
Make the optimization for prepare prefabs a command line option as well so it can be toggled if it has issues (`-batch_manifest_imports`)
Add opt-in command line option `throw_manifest_error` to throw an error on manifest exception instead of continuing and using the manifest in the repo
- will switch to opt-out once the manifest errors are fixed
Rename StopTransaction() -> EndTransaction()
Reimplement PreparePrefabs build optimization
- wrap game manifest in StartAssetEditing() so it doesn't import prefabs between each step of the manifest
- cache the labels applied while StartAssetEditing() is called so that it correctly applies multiple tags
Delete menu button that tested callback of amplify import lag spike
Remove debug spam from previous amplify import fix
merge from primitive -> primitive_gm
Apply gamemode convars on server startup instead of when the entity is spawned
- ensures convars are applied when the rest of server config is loaded
Add SV_VertexID to VS_INPUT, this can be used for indexing vertex cache instead of using D_MORPH nVertexIndex