199,294 Commits over 4,140 Days - 2.01cph!
DM tick fixes, Agent IsActive false on unit death
Can actaully turn off hit notifications ( why would you ever )
Changed SleepTime Consideration curve to ensure it hits 0 response on 0 score.
Changed SleepScore DSE to make SleepTime have a contribution of 1.
fixed 'dupe' people cried about, even though turning two c4 BP's into one real c4 is like turning two gold bars into one silver bar
FOR FUCK SAKE factory asset with remade collision/rework on fixing some prefab (some collision still broken due to prefab mess up)
FOR FUCK SAKE asset factory
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* Fixed "point" scripted entities not returning correct class on client if transmitted
* Added cl_mouseenable to blocked command list
* Added a billion Vehicle functions ( About 35 )
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- Changed the way objectives are handled/displayed
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Corn plant models, textures, prefabs
Added BasePlayer.MovePosition (for mods)
- New mission select screen WIP
- More mission select WIP
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- Removed recall ability and related assets
- Started making the new mission select panel work
Loot barrels visual upgrade + gibs
- Mission select screen work
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- Mission select loads 1-1 by default so Thai can still get to it
Network data transfer test
Chat UI works, More UI fixes.
Added back SSAO Pro with a few modifications; cmdbuf mode for ordering + couple more params + bug fix
Replaced SESSAO with SSAOPro for performance until we find something better
Added PVT cache compression for DX11 targets for reduced VRAM footprint and bandwidth savings
Added Test/Compression/BlockCompression scene for real-time texture compression testing
Added "teleport playerA playerB" and "teleportome player" console commands ("teleport player" also still works)
Renamed teleporttome to teleport2me cuz that's how 1337 I am
fixed some instances where the player's hand would unnaturally stick to the weapon when it shouldn't be.
fixed error spamming about "Animator not initialized" when animals are killed.
added idle relax gesture for pistol
Fixed gamemenucommand "engine" exploit.
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