249,778 Commits over 3,959 Days - 2.63cph!
WIP support for other languages
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Added conversion utilities for all the other LOD components etc.
fixed boat mesh (holes) and collider
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Updated triangle grill and ladder hatch bounds (Fixes damage not applied when hit on the edges)
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vehicle missing key start failure sounds
TTT: Optimised streaming of end-of-round report (#1678)
* Optimised SCORE:StreamToClients implementation
- ``SCORE:StreamToClients`` now compresses its contents before sending it to the client
- Optimised sending the event payload in multiple parts, specifically by separating the part-splitting net message from the final arrival message. This introduces a new net message ``TTT_ReportStream_Part``.
- Event table sorting now happens after it's read on the client instead of before it's written on the server
- Raised the part separation limit to
65529 from
65500
Some additional small changes to the surrounding file:
- GetDamageType is no longer converted to a string in kill events as TableToJSON no longer as an issue encoding large integers
- CurTime is no longer rounded in events, causing events happening at near the same time to be ordered properly
- Changed pairs ``SCORE.Events`` loop to numeric-for
New net message specs:
- ``TTT_ReportStream``: UInt-16 length, BinaryString[length] data
- ``TTT_ReportStream_Part``: BinaryString[
65529] data
Split-screen proof of concept
Merge branch 'master' into split-screen
Switch between split-screen and one camera on player death
Animate transition from split-screen to single camera
Update Jenkinsfile !redux
Fixed going back to split-screen after reviving a player
Fixed respawn pod regression !redux
Merge remote-tracking branch 'origin/master' into split-screen
Rotating split screen proof of concept
First attempt at transition between single and split screen
Working on fixing split-screen transition on death / revive
Much much better split-screen camera positioning
Fixed how view scale changes when transitioning to split-screen
Merge remote-tracking branch 'origin/master' into split-screen
Fixed transition to single screen on player death
Fixed visual hitch on respawning player
!redux
Merge remote-tracking branch 'origin/master' into split-screen
!redux
Include Unlit/Texture shader in builds !redux
Speech bubbles are now in world space
Merge remote-tracking branch 'origin/master' into split-screen
Speech bubbles are now per-screen in splitscreen
Simpler approach to splitscreen speech bubbles
Revert "Speech bubbles are now per-screen in splitscreen"
This reverts commit a0677a791c53b73b2529c051b9da29c099311e77.
Revert "Speech bubbles are now in world space"
This reverts commit 2c1a7c72f1549ae85ac8dc597a00c3c10d23a3c4.
Merge branch 'speech-bubbles' into split-screen
Merge remote-tracking branch 'origin/master' into split-screen
Big speech bubble positioning refactor
Merge remote-tracking branch 'origin/master' into split-screen
Started work on Vignette split-screen support
Vignette fully works in split-screen
Fixed audio listener position in split-screen
Making sure single-screen co-op still works
Can now switch between single cam and split-screen in settings
Merge branch 'split-screen'
Merge remote-tracking branch 'origin/master'
!redux
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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