136,245 Commits over 4,474 Days - 1.27cph!
Renamed more ConvarControllerSpawnPointPopulation to ConvarControlledSpawnPointPopulation
Renamed ConvarControllerSpawnPointPopulation to ConvarControlledSpawnPointPopulation
Added a new hostile mixer group for all footstep mixers, sound effects can be marked as Hostile and will use the appropriate group
Added a distortion filter to hostile walk footsteps to make them sound distinct from teammates, WIP
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Add a parameter to FootstepSound.PlayFootstep whether the footstep has come from a teammate
Remove the swayMuzzle transform and set the rotate around muzzle point to 0.7
Merge from vm_rotate_around_modifier (includes changes from main)
Expose a viewmodel sway rotateAroundMuzzlePoint slider, should be a simpler approach than exposing a new transform
Defaults to 1, will adjust at what point along a VM's length it will be rotated around when turning the camera
Reducing this value will make the weapon rotate differently, preventing clipping
Also improved some math in here for an extremely marginal performance gain
Fixed ground effect rocks particle effect playing all the time on helicopters:
- Minicopter
- Attack Helicopter
- Scrap Helicopter
- CH47
- Patrol heli
Fix arctic research base not having S2P label
Optimized generation speed for hill cliffs
Blue variant + texture tweaks
Travelling Vendor Revisions -> Main
Phrases rebuild
Adjusted default steering smoothing
Increased max speed of vendor
Added convar to increase max speed - if you go crazy and the vendor can't stay on the road then its your fault
Added an icon for equip hood radial menu option
edited blunderbus 3p aim anim so the gun is held correctly
viewmodel blunderbus reload anim edited so the shoulder does not clip into view
Re-mapped weight curves to relaxation values
- also reorganised cloth material SO to make it a bit more readable
some chain material setups
fixed wrong rotation constraint axis being used for one of the limits
basic gizmos on constraints
Added "Emission Fresnel" options to standard specular shader
fixed length modifier and gravity on capes
ghostsheet setup, split bone controllers for better collision control
improved edit-time gizmos so you can see colliders and constraint setups
Changed "Vertex Displacement" toggle default to False in "Particles/Additive HDR" shader
Moved vending machine back to shared
Travelling Vendor Revisions -> Main
Remove infinite stock. Stock will refill every 33% of the vendors total lifetime
split gizmos between configuration and playmode
cloth changes
- filtering raymarched collisions with a large distance from bones to improve stability with extreme rotations and the cost of some clipping in these cases
- made sibling constarints a bit stricter
Rewrote spawn event to use thresholds instead
Baseline, added item and entity prefabs
Add an override muzzle point field to the VIewmodelSway component to allow us to reposition how the viewmodel rotates when quickly spinning the camera
Backfires now happen at a random point in the future
Vendor ~
Rewrote ignore system to utilise a single struct
Improved ignore systems reliability
Reduced network load for steering angle - only need a single float
Vending Orders ~
Frees to FreeLists
Resize vending order to largest order entries count
Check before freeing attachment list