147,330 Commits over 4,444 Days - 1.38cph!
Play a sound when you toggle the flash mode on the camera
Commenting out newer RRP bloom code that isn't currently in use and converted BRP Bloom's intensity from a clamped float parameter to a regular float parameter
Configured bloom settings for all RRP volumes
merge from fix_baseentity_query_nre -> main
monument blocker vent - renamed collision meshes, removed non-entity object
Added support for BRP bloom in RRP
When taking a picture show a black screen if you're not using flash and a white screen if you are
Fixed camera flash being off to the right
better scale handling, handles scale outside of direct controller->origin transform chain, with early exit to avoid extra work on non-scaled chains (majorative case)
- also improvements to FrameUpdate overhead
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merge from sprinting_footsteps_update
merge from player_corpse_no_buoyancy_assigned_fix
merge from bowless_crossbow
merge from parent_projectile_validation_on_default
Optim: ServerCachePlayerInfo - avoid transform access when recaching player center
Tests: none, trivial change
merge from clothing_mannequin_wearable_fix
merge from vending_purchase_clamping_fix
merge from demo_window_auto_refresh
merge from pool_analyzer_non_caching_methods
Deleted FrogBoots_Charm_Old, seems to no longer be used anywhere
Stripped bind subsurface profile components from all charms (inherited from basecharm)
Deleted FrogBootRubber SSP
merge from attachment_charms
Fixed Attachment.UpdateVisibility NRE
Toggle the charms MeshCull components instead of changing the distance when switching to viewmodel mode
Bugfix: separate position-dependent and other player state caching
It was possible that for a couple frames cached player state would be incorrect
Tests: none
WIP on expanding MeleeWeaponAnimationSubSystem to actual weapons
Add Throwing support
Merge from satellite_crash
The Demos window refreshes automatically when opened so you dont have to press the refresh button every time
Add simple demo loot room to powerplant locked behind a powered powergrid
Revert making CardReader and ElectricSwitch themselves powergrid entities, ElectricGenerator suffices and and is simpler
Merge from satellite_crash
Add control computer to launch site.
monument blocker - vent - updated manifest
Bumped skin viewer viewmodel camera near clip plane to 0.05, fixes clipping with ak handle
Add control computer static variant. Immortal, no monument info, no pickup, etc.
Make sure path is reset / agent position is reprojected even when we are removing a null entry from the pausingSources, fix the warp not working when on a moving navmesh
apartment_complex_core prefab refactoring, organising set dressing groups per floor
simplified some props prefabs to reduce amount of transforms
Merge from satellite_crash
Merge: from server_player_refreshcolliders_optim (previously jobs3_...)
- Optim: avoid water queries when refreshing connected player colliders
Tests: On Craggy, ran around, sawm and crouched - could see gizmo size change
Optim: use cached swimming results instead of new water queries when refreshing player's collider
Tiny savings(~1 micro per player), but every bit helps
Tests: ran around craggy, went swimming, crouched - saw collider gizmo size change
Make the 4x multiplier a convar.
Codegen.
monument blocker vent - setup entity, updated manifest
Increase the size of the billboard 4x over phase1.
Add perspective compensation to billboard so it doesn't appear larger in the corners of screen.