249,611 Commits over 3,959 Days - 2.63cph!
Making sure single-screen co-op still works
Can now switch between single cam and split-screen in settings
Quadruple console history log if game is started with developer 1 or higher
A different approach to newline rebuilding in console deduplication to hopefully fix the scrollbar issue
Tidied up and commented code, added a test to compare to RendererLOD
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Do not allow the ERROR model's material refcount go below 0
Now performing culling jobs only on tiles and batches that are visible.
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Cleanup + moved heli vendor stuff into its own prefab for later merges
Updated bandit town lighting prefab with vendor lighting setup
static vehicle parts props prefabs
added sign at gate of heli vendor + set dressed the area around it
Early exit from LODCell.ChangeLOD if the cell distance hasn't changed much (uses a percentage so farther cells are skipped more when moving around)
Add profiler samples for LODGrid, RendererGrid, FoliageGrid, and WorldGrid's inner loop
More work on locks and keys for cars. Added a "free" bool to ItemCrafter methods for crafting items for free.
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Key and lock crafting class and UI work
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Started work on Vignette split-screen support
Vignette fully works in split-screen
Fixed audio listener position in split-screen
swap attack tweaks
tentacle wobbling sfx tweaks
tentacle bomb tweaks
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traps say defused when they dont trigger
trap defuse sfx
egg plays different sound when expires
Big speech bubble positioning refactor
Merge remote-tracking branch 'origin/master' into split-screen
Properly remove disconnected players from CSoundPatchs' recipient filter
Resetting at the start of each cull routine.
Fixed NWVars not updating properly on clients when joining a server/reconnecting
Fixed certain (looping) sounds not restarting when reconnecting to a server
Fixed certain (looping) sounds not updating properly sometimes (such as Thruster sounds keep playing when the thruster is turned off)
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progress backup - vendor external walls/gate
Stopping overlapping jobs
Get rid of two every frame allocations in ServerMgr.Update
Get rid of 0 length array allocations in Poolable
gate.external.high.wood static version for monuments
re-made gate.external.high.wood to current visual standards
Working on keys/locks, removing some old commented-out code
Added a new MidiConvar system to map convar commands to midi inputs (buttons and knobs)
Adds "BindKnob" command to map a knob to a command with a float value (eg "BindKnob 0 graphics.fov 70 90" to bind knob 0 to the fov)
Adds "BindKeyOn" and "BindKeyOff" to bind a midi note (eg BindKeyOn 60 "graphics.dof_debug true" and BindKeyOff 60 "graphics.dof_debug false")
Commands are automatically saved and loaded
traps say defused when they dont trigger
trap defuse sfx
egg plays different sound when expires