239,405 Commits over 3,837 Days - 2.60cph!
Camera update
Update .gitignore
Reworked Satellite dish terrain blend map, heightmap
Fixed the puzzle spawning loot incorrectly
Using alpha carve objects instead of alpha map to make holes in terrain as they seem to be more reliable
Various other fixes related
Buoyancy implements IServerComponent. Adjusted ragdoll prefab.
Support hotloading assets over the network
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Score down any roam point that we are very close to.
Distance based scoring changes.
Roam point reservation improvements.
Oilrig scientist roam idle intervals reduced.
Isolating client filesystem, addons can define glob to download files, files saved by crc
Cover point reservation changes.
Harshly score down, instead of excluding, used cover points.
updated meta settings on player gesture anims
Add color tests to border tests
Made trees in monuments harvestable
Tweaked Junkyard to improve its spawn chances
Reduced density of large rock formations
Allow sending data in ServerInfo
Network file refactor
Client mount addons that the server tells them to
fixed incorrect LOD distances set from editing multiple prefabs through RendererLOD on chainlink fences
Temperate cliffs LOD3 terrain mask polish - cliffs hold up better visually and transition is less visible
Removed bottles etc from the bandit camp poker tables. Due to a quirk in the interaction system and the proximity to the chip storage, the bottles ended up showing up with an Open interaction, which was a bit confusing.
Random moves don't go all-in unless they have to
Refactored how we handle the active player index. Handling conversion between relative numbers (player 1, player 2...) and the actual index values of the players in different seats. Handles cases like having only players 0, 1, 3, and 5 in a game.
Client/server compile fix
Briefly block input to the current held entity when cancelling a gesture
Text scaling for handheld / docked mode
Fixed campaign menu being broken on switch
Weapon impact & explosion stuff WIP
Safety check on random moves
- Improve small blind/big blind getter
- Show dealer/big blind/small blind in the UI
- Currently bugged, but at least this shows up the bugs
Compiled textures for citizen's eyebrows
Make ClientSignOnStateChanged first argument be the local player's userID on client like expected
baked lighting variant of testmap
Stopped arctic grass from spawning on shore ice and ice lakes
Simplified ice sheets and removed floating decals
Tweaked ice sheet materials to look the same as shore ice
Imported new rebaked textures for the baked ice sheets
Updated ice sheet meshes and colliders
Tweaked world setup prefab
Cover point reservation improvements.
Added AIPoint memory bank.
Changed SignOnStateChanged hook to ClientSignOnStateChanged (first argument is nil)
Added ProjectedTexture.SetShadowSlopeScaleDepthBias, ProjectedTexture.SetShadowDepthBias, ProjectedTexture.SetShadowFilter,ProjectedTexture.SetTargetEntity
Allow translucent and alphatest on Complex
Change Citizen eyebrows to Hair shader to allow alphatest + translucency
Don't pass env map data to the extra shader data, since it's calculated elsewhere
Fix translucent shadows on sunlight
Medals update lazily, hide medals / description in unselected campaigns
Don't fetch all highscores when the game starts
Added tunable BestRoamPointMaxDistance
Fix PersistentPlayer so it pools and is cached (used for blueprints)
Remove unused deferred materials that are spewing verbose errors
Don't queue multiple threaded shader compiles and fix game unable to overwrite old shader file
Nicer way to assign nexRankingCategoryIds
Assigning a unique nexRankingId for each stage / campaign
Fixed render.SupportsHDR always returning false
Fixed Player.GetFriendStatus never showing "blocked" status
Get rid of allocations in NetworkQueueList.Clear
Better implementation of GetEnumerator for BufferList<T> and ListHashSet<T> to get rid of enumerator allocations
Genericized List.Compare so it can take advantage of specialized enumerators instead of boxing them
Skin changes didn't stick
This should precache them properly