253,595 Commits over 3,990 Days - 2.65cph!
Moved music stage out of compound scene into a nested prefab
[D11] straighten out some differences in file location between our branch and the main hdrp branch.
Fixed static instruments using outdated prefab ids (fixes missing instruments in compound)
[D11] Re-enabling camera FX for console (except sky reflections which is borked) & Restart the exe when leaving a server (temp 'fix' until unloading/reloading assets between servers is working correctly)
static workbenches can no longer be player rotated
TTT: Added selector sphere to ttt_traitor_button in FGD (#1620)
Updated binding array for all notes on static piano
[D11] Psn blocked list auth
Added deployable decay to deployed instruments
Added a music stage to compound chill zone with a few static instruments
[D11] Water Treatment, Water Well, Radtown, Mining Quarry Compound and Power Substation Big 1 SLOD Textures.
[D11][SERVER] Null Pointer fix
foliage rocks filter update, added GenerateCliffTopology to the gaea level world stack
New background videos
Updated horse background video
Reworked ALT and Mountain topologies for Damian
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More cleanup
If unable to find a recording when using playrecording, print out the options in the directory
Fixed repair costs not matching crafting costs on static instruments
Fixed vehicle garage refresh
Fixed piano not being able to play all of it's notes (note array needed to be regenerated)
Fixed piano deploy sound registered on the piano as D0
NoteSFXImporter now skips sound definitions with "mount" or "deploy" in their name
Vehicle garage UI changes, plus added warning if vehicle isn't in a driveable state in the garage. Protocol++ due to syncing occupant data.
Fixed some errors on HapisIsland
Fixed errors on savas island scenes
Fixed a bunch of read-only mesh errors across several monuments
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less variation on cowbell sound
Instruments increase local player sound priority with SetPriorityModifier instead of SetPriority
Setting music volume to zero doesn’t stop menu music from playing unless menu music volume is also set to zero
Initial sound priority update for oneshots uses distance from SoundManager.RequestSoundInstance instead of calculating it again
circle-line intersection utils func
Here's a ton more sounds to import
Working on leaderboard abstraction
More abstraction
Missing metas