122,115 Commits over 4,048 Days - 1.26cph!
Bulletin board props
Added cork variant for PictureFrames texture
Reshuffled gbuffer layout to open room for std translucent and anisotropic materials
refactoring and test deployable
Increased maximum amount of containers that can be manipulated by a single conveyor to 64 (64 input + 64 output)
Increased maximum depth of container connections to 64
Stress testing, numbers are WIP
Optimized transparency UV to sample albedo twice (w/ secondary dep read) only when necessary
EACServer experiments / debugging (continued)
Cherry picked camera hook fix (cs78206)
NMS Procmap setup
Terrain topologies and blendmap setup
S2P
some refactor / cleanup and proto pooling
added damage masks for the Attack Heli's damaged state
updated materials
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cliffs and rocks dressing
terrain adjustments
merge from wooden_sign_deployment_fixes
EACServer experiments / debugging (continued)
Fuel gauge and headlight improvements. Worked around a bug in Unity (see: https://forum.unity.com/threads/unityevent-cant-select-from-two-of-the-same-component.427454/#post-784098)
Moved prefab head to origin, zeroed all sub categories to stay on the grid
lowered bunker entrance corridor segment by 6m
First pass on a refactor to cache the input/output destinations of an industrial conveyor instead of calculating them every move
Reduce the LOD distance on all of the lights on the electric furnace
Rework some elements of the IOEntity load process to prevent having to regenerate the IO connections (including the industrial pipes) every time any state on the IO entity changes
Prevents all industrial pipes getting regenerated multiple times every time a conveyor is turned on/off
Instrument panel emissive turns on/off correctly
Fixed NRE introduced in
79235
Let gunner also be driver again (just for testing)
Sort out entity flag toggles
Enable GPU instancing on electric furnace materials
Assign camera in the gun cam UI
Set up attack heli sounds
Hook up attack heli damaged fire sound
Fixed CH47 not having its dual ground effect points anymore
Don't unselect an IO connection if you mouse over an empty slot on another entity (affects electric/water/industrial)
Added a counter on the filter screen to show the number of filters and the maximum
Fixed item search field leaving results on when the search field is cleared
Slightly increased height of space check when ziplines are created, should make them more likely to avoid obstacles like terrain and seek alternate routes (0.5->0.75)
PFX scene backup
Finally fixed that tracer-1 and sparks-1 mipmap glitch by simply not having it repeat on Y.
Adjust physics sweep radius for zipline obstacle detection to more closely match the player dismount capsule sweep, prevents zipline from travelling into a space it thinks is valid but the player dismount will reject and kill the player
Added an extra pre dismount check to the zipline, if it fails move the zipline player back slightly before attempting the dismount
Removed unused sound components of BaseHelicopter
Fixed ground FX assignment on ch47.entity
Don't constantly call stop or play on helicopter ground FX
Merge from watercatcher_perf_improvements
Better fix for catcher detecting if inventory of target liquid container is full
Dynamic light improvements for backblast
Spawn distribution system setup for a multi rocket pod.
Scene backup & minor file tweaks.
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