121,141 Commits over 4,018 Days - 1.26cph!
ibc water tank - complete and damaged version
blowpipe ammo update
updated ammo projecticles for scatter and incapacitate darts
updated icons, updated .item and other ammo specific prefabs
cleaned up folders of unnecessary prefabs
opaque bg except for missed rays
Print out content as warning if HTTP request fails and slight cleanup
Switch PremiumStatusResult from struct -> class because it seems IL2CPP can't deserialize JSON into a struct
Merge from vram_budget: Enable building atlasses for streaming
Started work on graphical texture optimisation tools (very much WIP). This will come in handy for future tuning of the texture streaming system. Especially once we get back to instancing. Hoo boy.
Enable building atlasses for mip level streaming. This might be a pandora's box, but it brings non-streaming texture memory to less than 1 GB, leaving plenty of room for streaming textures.
merge from premium_servers -> main
Cherrpick rest of commits from `manual_refresh` -> `premium_servers` after the merge from main (so we don't take staging updates onto `premium_servers`)
merge from manual_refresh -> premium_servers (before the merge from main)
Show "Error" when manually refreshing premium status if the API threw an error instead of `$0/$0`
Don't update the local premium status from manual refresh if it threw an error
Ensure premium status is always saved to registry when it's changed
Fix manual refresh only showing the new status in the UI but not updating the premium status across the whole client
Merge from croc (fix client/server compile errors)
Merge from tiger (to fix trophies)
Have croc not bother to approach prey if it's already too far from water, instead of starting to approach it but then give up
Previous changeset didn't go through
Have croc match their prey aggression
Which means they'll be hyperagressive if sprayed non-stop
Pause sometimes when not hit for a while
Take their time if not hit at all
This helps the croc feel more balanced when faced with different player loadouts
Also make croc belly flop side-steppable again as the primary counter play
Added some missing shaders to always included shaders
Added Crative.alwaysOnEnabled bool convar to toggle the feature entirely.
Add some extra safety checks behind alwaysOnEnabled.
show_sprinkler_range -> main
Added convar to allow enable/disable
Remove unneeded ddraw commands
Fixed inaccurate sprinkler radius
Added toggleAlwaysOnRadius command
Fixed volume guide being slightly offset towards the player
Update: use PlayerCache for ServerUpdateParallel
Should enable us to optimize for data persistence - will attempt next CL.
Tests: played back staging server demo twice, got same analytics numbers
- Huge code cleanup
- Ensure spheres and hemisphere prefabs can be correctly swapped between
Volume guide now disables properly when turning off
dilate palette textures, fixes black pixels bleeding into bilinear sampling at ray intersection
Further heater zone placement refinements
edited crocodile sprint and swim attack anims
Added toggleAlwaysOn single entity command, sets flag for the IAlwaysOn entity you are looking at.
Updating reload animation with correct dart movement
Corrected some incorrect heater growable sizes
Corrected a bunch of incorrect visual sprinkler radius size calculations
Ensure sphere prefab loads into memory correctly
- Proper prefab based volumes support
- Ensured prefab scales properly
Flipped combat knife mesh in v and w to have parity with the workshop downloaded combat knife model, and now text doesn't appear flipped on the in-game combat knife. Have tested with all approved knife skins. This does mean some unapproved knife skins will have flipped text/symbols if they uploaded their skin with manual flip compensation.
Fixed client not granting premium status when value is exactly 15$ (matches API)