198,663 Commits over 4,140 Days - 2.00cph!
[d11] Turned off soft particles. 13ms->9ms for 4 campfires on ps4. Lets see if anyone complains.
Bug fixes etc. Sorted out serialization for now.
[D11] Poll every few mins
[D11] [UI] fixed the drop multiple options still working for single items even though the nav bar prompts weren't there
InventoryManager refactor
Fixed scrapping multiple items not working
[D11] [UI] Controller Icon input prompts now consistent. Removed SetControllerIcon component from main single action image in HUD to prevent it from overwriting the code change.
Disable unused packages (vr, xr, 2d, analytics, mp-hlapi, director, timeline, umbra)
Update TMP
[D11][UI][#1537] Changed loot text from containers
[D11] Add a default timeout and checkout after clean
[D11][UI] Light loot panel Improvements
[D11] [UI] SetControllerIcon now checks for controller icons class before accessing it, and now sets icon if needed. SetSprite function checks for valid image before setting sprite.
[D11] Disable default checkout and do it manually
lowered gloss on floor grate material
added latest prefabs from Damian to level
Experimental. Probably reverting most of this. but follow target stuff will remain.
tweak decal shader, render pass order, fx to reduce clipping
Drug dealers take follow commands
FX layer/ decal replacement pass
Silenced+twin SMG variants.
No doubling up on damage.
More stuff. Drug dealer AI. Fixed serialization.
fixed scope jitter on HAB/cargoship
player movement now automatically bumps up over small curbs and steps
tidied up building dressing brick and concrete prefabs
replaced decal in tile toppers, adding decal layer to main directional light
pass on FX layer
Inventory crafting fixes
Menu tweaks
FInished conveyor unit buildings / LODs/COL/Prefabs
[D11] Updated Building Decaying notice that was using the wrong translation key
adding transparent lit render pass (decal), and tweaked the render order
replaced explosion decal, removed the offset on the tile highlight/waring to avoid aliasing(offset done in the shader depth instead)
Branching this because I don't trust it yet. Bullets are also fired on the server now. Damage is also applied on server but only to static props etc.
[D11] [UI] Potential Fix for build menu getting stuck and refusing to open when you mash certain button inputs in-game.
[D11] Fixed off-centre text on Refinery loot panel
Fixed Half-Life 1 weapon sounds
Given all Half-Life 1 weapons 3rd person animations
Given all Half-Life 1 weapons proper world models
Gauss Gun effects work properly in 1st and 3rd person
HL1 glock can be used by HL2 NPCs
Added Half-Life 1 weapons and ammo entities to the spawn menu + icons
Changed Physics Gun to be all caps in player's inventory like it used to be
[D11] Fixed off-centre text on Refinery loot panel