194,016 Commits over 4,079 Days - 1.98cph!
Store muzzle point on viewmodel/projectiles so we don't look it up by name every shot (!)
Player eye position hard coded, negates need for extra transform
Editor: Draw BLUE line where projectile weapon is pointing
Editor: Draw CYAN line where player eyes would be pointing if eyeball in end of weapon
Salvaged axe optimisation
Added gravity server convar
Event revert because appaerently death
UI, disabled cam rotation again
Editor tags, event null checks
Fixed aim angles not being broadcast if player standing still
Removed unused hand IK code
added cheaper collision to central hub
Removed DataAsset.DefaultLabels property out if editor ifdefs (should fix build)
EntityManager events use System.Action, reduced amount of blackboard cleanup with an active flag gate
Semi-auto pistol optimisation
▆▅█ ▊▉ ▊▊▅▍▆▌ ▆▅▄▆▊▆▋▋▉ ▊▆▉▌▍▊▅▍ ▋▊▄█▅▇ ▍▇▄▌ ▄▆ ▌▊▅▋▊▊▆▊ ▊▇▋█▊▌▌▄▉
Added timescale server convar
Building placement preview mesh shows the correct initial state of the building with upgrade meshes hidden
Fixed building placement mesh being invisible
Building structural stats are updated as upgrades are completed
Files for ASE water shaders, WIP water_edge_ASE
Automated Linux DS Build #533
Automated Windows Build #533
Automated Linux Build #533
Fixed pulley constraints in maps being completely broken
Fixed pooling errors, but added a warning when stuff isn't pooled correctly
Enforced a reloading wait for the AI
Better firing rate control for AI, an reloading support
Removing some #SERVER flags since they broke the Apex AI interface in #CLIENT only mode.
RigidbodyLOD sets detectCollisions and isKinematic
Optimised breakble stuff
Optimised mini map
Valve fixed skin issue, this is a proper fix
Corpses use default physics parameters
Strip ceiling light rigidbodies and joints from server
Added occluder to wall frame to avoid gaps
Added occluder to hinged door, double hinged door and high external walls
Updated ASE to 0.3.2 dev001; fixed underscore added on global props
Updated water_body_ASE
More shader tweaks, global color. TOD sky color from global variable (pending ASE update)
Water shaders fixes, global clamp value set in world manager config