192,968 Commits over 4,049 Days - 1.99cph!
crew building exterior [greybox end]
Trying to limit chat spam
Some optimisations to item drops.
Entities use a hashed assetid
refactored DamageTracker out of a monobeahviour and into a member of CombatTracker, removed related events.
Killfeed uses the new setup.
more career sponsor objective stuff
Added voice_overdrive, volume and _restart on client to the blocked command list
changed size of L96 normals
L96, prefab, materials and collision mesh. (includes world model, same with 8x scope)
8x scope, materials, prefab and collision mesh
Fixed a crash on srcds when combine soldiers with smg1 die and there isn't a player in first slot
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Fixed func_breakable_surf crashing when damaged by DMG_BLAST with no inflictor
Removed asset bundle splitting, see if that works
Cargo ship hull and scene progress
Remove game mode colour curves setting since it's no longer used.
Reduce max show killer time a bit
New 99 bots game mode for testing
Bugfix for setting building unit owner
When building unit owner is set, if the user entity hasn't come through yet, register and wait for it, then set it when it comes through.
Fix custom spread curves sometimes being stomped by modulation
Tree fall sound tweaks
More unit vocalizations
Career mode UI sounds
General sound tweaks & polish
Just a little proof-of-concept. Tell the client when we've finished initial sync of global and nearby NetworkEntities, to allow for cross-referencing between them without a chance of some not yet being there. Anything on the client could register to BaseNetworkMessageType.InitialSyncComplete to get the message.
Removed 800+ draw calls per frame due to fucking motion vectors.
Ambience fix for real this time
If no skill gain is defined gain the building skill using a default value defined in config when building.
Early exit from skill gain application if we're trying to apply a value of 0.
merging from other branches
GPV overriding is now determined by the Goal Wrapper.
Fixed people dropping stuff to construct the building instead of depositing.
lightened up lod are of leaves texture and set material to use tga instead of psd. tweaked bark tint colour in material a bit to blend better with leaves
merge from building rework
Fix for buildings that don't require construction.
Fix for view showing all requirements met.
update trajectory line
adding trajectory shader/ texture
Bandit guards are now more reactive to explosives.
Guards put at base level of dredge.
Bandit town scene2prefab.
Support for construction requirements in order
HTTP() body won't fail if first byte is 0
Fixed Building.CanDeposit not correctly counting registered items
Building debug.
CanDeposit fix.
Fixed RHIB glitchy visuals under shader level 300