248,620 Commits over 3,928 Days - 2.64cph!
Add backpack to render scene and setup render script.
Fixed non-host RPS players needing to own gesture pack to join a game
Setup steam item for pack, mark all new gestures as unlocked with the pack
packages
burst 1.8.16->1.8.17
collections 2.5.1
Merge from ai_wolf_iteration
Fix compile error on client
Reduce the distance the wolf will flee each time you try to scare it again with torch swings / lighting the torch suddenly in melee range (only noticeable if you spam and chase the wolf instead of moving away)
Clamps are now defined directly instead of as modified.
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Remove PlayerController
Cleanup
Mark SKS as an independent item, not a redirect (fixes incorrect blueprint whenr researching and not appearing in industrial conveyor filter)
Set up backpack holster position
Updated store media assets + preview prefabs
Leaderboard backup, run #
15149
homing tweak
charmed zombies
more charm stuff
charm vfx, dash charm status
charm dash flash color
shield explode status
shield charm upgrade
shield charm radius vfx
Possible BlackjackMainScreenUI.SetNextFaceExpression NRE fix
Fixed shield remaining in 3rd person hands while gesturing
Fixed 3rd person gestures not working due to animator updates
Enabled shield compatibility on:
Bone Club
Bone knife
Diver hatchet
P17
Butcher Knife
Sickle
Vampire Stake
Hatchet
HC Revolver
Combat Knife
Machete
Python
Revolver
Semi auto pistol
All spears (wood/stone/seasonal)
Nailgun
Liquid Test from HC2 and Water2, stub FFT wave shader
Fixed footstep effects being effected by equipped shield
Possible stringpool fix
Adjusted shield colliders
Allow shields to go in the belt bar, has the same behaviour as the backpack when selected (will get equipped when selected after a few seconds)
Fixed entity id not being sent properly to the admin UGC panel
Remove cancelViaMouseButtons option on GestureConfig
Only allow the RPS gesture to be cancelled by mouse buttons while the host player is waiting for someone to join
Grt rid of log spam in OnAnimationEvent
Fog TAA + Tiled Rendering
* Fixes artifacts
* Improves perfomance
* Removes Clipmaps
* Lights are culled with tiles
* Makes fog render until far-z
* Removes ghosting
* Simplifies codebase a lot
Pixel size + bilinearity doesn't match the power of two in the depth chain, sample neighbors, we just want far value
CreatePerViewConstantBuffer needs to exist before prepass, it's used for wind, remove callback stuff since async fog is gone
If no [Inspector] found keep falling back on [CanEdit]
Fixes Facepunch/sbox-issues#6784
Can drag scene prefabs into Hammer map view