122,179 Commits over 4,048 Days - 1.26cph!
Ensure filter dialog still exists when receiving buffer info
Fixed conveyors set to AND mode incorrectly starting a transfer if there were multiple stacks of the same filtered item in an input container
Prevent keybinds running when renaming a shot
Added an interaction blocker underneath the demo UI to prevent any mouse interaction with game UI
Attack heli gunner UI work + gun status networking
Scene tweaks
Scene2prefab
Fixed broken intensity on flickering lights
Optimized LOD distances on a bunch of objects old and new
Disabled shadow casting on some small and flat objects
Other optimization tweaks
Disabled shadow casting on decals
Reducing min NetRead and NetWrite buffer sizes from 8kb to 4kb
Further reduced variants by nuking a couple of unused keywords (metal/spec)
Fixed terraiun collision triggers
Switched to a more optimal data type for instance data
Bug fixes, hooking renderer culling into the system
Horse double saddle lods
materials and prefab setup
wip lookat refactor/testing
Fixed missing face for real this time, preserving all functionality.
Drone's range 250m -> 500m
ferry sky bridge set LODs/Colliders and prefabs
Level update
Improvements to renderer culling
Changed layer assignment on deployables that can be used to block sight - related to relflection probe not calculating them.
show outlines when hovering mounted weapons
Managing active renderers but messy
Changed smoothness on the wood material
Fix drone not resetting state when ending remote control
Add first pass on an edit screen to allow modifying map markers after they are placed
Supports changing icon and colour
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Cleanup of my TV Static shader and enable HDR colour
Subtract
79900, go back to my TV static shader
Discovered we already had a TV static shader. Remove mine and switch to it. Also fixed snow.tga being 8x larger than necessary (each pixel was scaled to 4x4 pixels).
Reimplement colour/sprite swaps boilerplate, most of it left over from the last implementation
Improved gun aiming system, no more jitter bug
ptz missing face fix
will need some adjusting to preserve current deployment behaviour
Separated gun rotation from eye angle. Cast a ray from the eye to its hit point, and have the gun aim at that point. Allows the eye and the gun to be at different locations and still aim perfectly.
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