252,798 Commits over 3,990 Days - 2.64cph!
Cleaned up battering ram detailed and world colliders scale
Fix NRE in Mini Crossbow UpdateArrowHeads method. Players can now rejoin servers they were locked out of
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Jarryds fix for PlaySoundFirstPerson NRE
Fireball velocity calculation improvements.
Increased tick rate on fireball small
Enabled repair and pickup on static ballista
All siege weapons item removed from loot pools
Battering ram head removed from lootpool
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New branch of primitive_media from cs
111890, prior to ballista ammo rework
Cherrypicks all subsequent changes ont he branch, but not any merges from primitive
Cherry picks
111915,
111916,
111917,
111919,
111962,
112033
Fixed BaseVehicle.PenetrationResistance NRE
Fixed some annoying bugs still left in the new effects code
Implemented new rock models for the catapult scattershot
Fixed scale issues on siege tower
Update shaders
Fix implicit truncation
Reset ground floor siege tower to be scale (1,1,1) - should stop projectiles getting scale warped on ground floor
Mini Crossbow second attempt at NRE fix
Fire sound loop on the idle ballista incendiary bolt.
Mode fallback / VrForward > Forward (#1805)
* Add Mode fallback, used for both using Depth() as a fallback if shader doesn't have DepthNormal() and to move VrForward() to just Forward()
* VrForward > Forward, reverse fallback so that old shaders with VrForward use that still
* Remove duplicate Forward() and remove DepthNormal fallback
* Put mode fallbacks on materialsystem init instead of gameinfo
GrabFrameTexture/GrabDepthTexture returns grabbed render target instead of void
medieval large wood box initial model, material, prefab setup, spawnable. Needs lods, gibs, texture size reduction, icon, steam item, art pass
Updated static ballista incendiary bolt wm
Updated bolts impact sound
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Use BC7 for default material input, higher precision than DXT5, this whole material input stuff feels like bogus now
Make sure we don't composite SSAO/SSR to glass, this can handled better
https://files.facepunch.com/sampavlovic/1b2911b1/rcWAoleK3t.png
Disabled incendiary bolt enabled by default on the ballistagun prefab
ItemModProjectileSpawn now uses the spreadVelocityMin and spreadVelocityMax settings when spawning entities instead of the hardcoded 1 and 3 values
Set all the prefabs using this to spreadVelocityMin 1 and spreadVelocityMax 3 (fire and explosive ammo)
Cleanup.
Hammerhead impact assignment.
Revert fireball_small. Stationary check is needed.
Setup mini crossbow root object
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