198,617 Commits over 4,140 Days - 2.00cph!
Player's footsteps no longer play mid-air when the prop they were walking on got deleted
[D11] [#3784] Fixing the material issue with Laser/Flash flare/Search light/Miners hat - 3rd person
[D11] [#4085] Flame turret - smoother movement.
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fix for static waterwell too
basic work in progress of area in bandit camp
[D11] Changes to the tree impact particle system and materials to increase performance.
[D11] Changed ThirdPersonWeapon sounds to check distance rather than LOD Visibility to prevent reload sounds not playing when outside of main camera frustrum
[D11][#3624] fixed been unable to move the interaction piemenu. [#4155] disable crosshair when trying upgrade.
Fixed ceiling light deploy issues under triangle floors
Fixed "Wall conditional corners show when placed adjacent to a backwards wall and a wall behind (triangle foundation)"
Fixed "Unable to replace furnace under triangle frame"
merge from building_blocks_2020
surface types fix on stone ramp
surface types fix on stone/armored stairs
Lowered blunt protection on cars from 0.75 -> 0.25 to increase damage from bradley shells
Steer 50% faster if shift key is held
Fixed create gibs in scene button not working
Added a 5% size reduction to reduce gibs clipping into each other when generating automatic gibs
Actually speed up steering a little again
Slow down steering speed at higher car velocity
Update gibs to use new life convars
Increase low-speed engine power by a bit and overall engine power by a little
Merge in Continuous Speculative car physics
Switch collision detection mode to Continuous Speculative for cars. Let's eventually look at using Discrete with big blocky world-only colliders, as speculative is far from perfect. But until then this should fix both the slow-motion stops of Continuous and the getting stuck in signposts of Discrete.
Road signs on the test map
Use gibs kill method when destroying rowboat
Merge physics fixes -> Vehicles. Will hopefully fix vehicles sliding and spinning out inappropriately
Hooked up gibs on rowboat
Fix vehicles spinning out and sliding strangely:
- Reduced the potential deviation of the centre of mass
- Gave wheels additional sideways friction
- Added AdjustHitForces method to handle any further errant values from PhysX WheelHit results
- Increased minimum vehicle mass, increasing engine power to compensate
Updated some attack VFX that I missed.
All bullet attack VFX use the nested prefab format.
Manifest.
Added a resource multiplier to TriggerHurtNotChild and increased damage to resources by x3 from cars
This destroys small trees relatively easily but still takes several hits to take down a large tree
ground plants optimization
better wind settings
increased distance tiling for grass splat
Applied the visibility tests from https://developer.valvesoftware.com/wiki/Env_projectedtexture/fixes#Enabling_visibility_tests (requests/issues/874)
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