255,820 Commits over 3,990 Days - 2.67cph!
Automatically add gang rep on gang payphone missions, so I don't have to manually add it to missions, and missions can be reused by different gangs
Force triggers do not apply to corpses (fucks them up)
Fixed camera controls not getting initialized
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OBB blocker tweaks
Reduced radiation volume
Loot spawns no longer block AI
Slightly reduced navmesh size
Scene2Prefab
Fixed eyedropper cursor getting stuck
Fixed being able to delete exterior archways
Fixed a heap of issues with standalone wall placement
Fixed a way to make illegal ship connections
New NPC gang attack missions
Generalize the zombie kill mission task to cover and NPC type
Added helicopter mission type + asset ID re-scan that updated a bunch of prefabs.
fixed VS staying visible on the outcome panel when surrendering before the end of the intro
fix tmp resources path folder
tweaked sponsor objective panel ui
Pulled terrain fetch improvements from main
fixed reflection probe warning
removed ui-extention example to get rid of the warning spam
Zombie mission improvements
Simplified, cleaned and optimized terrain shader; now ~10% faster and easier to read
Nuked terrain atlas related sampling; now array only
Toned down parallax a bit
fixed tmp warning
moved tmp ressources files
re render map preview with correct vtx color
Add zombie killing mission + other edits
remade candy explosion FX
file/folder cleanup
Space out component data access in passenger updates
Space out navigation speed updates (doesn't have to happen every frame)
Convert unit nav to buffers
Show count of objects purchased in build menu
Use CanReach checks to generate path and store in buffer
Merge branch 'master' into buffernavigation
Merge branch 'buffernavigation'
Cap line lengths to 12 people
Increased prop heat penalties
Clip overcrowded indicators
Rebuild scenario 1+2 to fix new room sizes
Improving checkpoint calculation
Fixed starting furniture missing some doorways
Fixed starting tutorial expecting medium bathroom
Drop connection if client isn't following protocol
Bail from RPC if the networkable doesn't have replication enabled
When calling server rpc directly, set rpc client to local
Scene backup.
Fixed GPU instancing being off on all excavator mats.
Add control rotation back, needed until we remove unreal player controller shite
Call server rpc directly if has authority, Call client rpc directly if has no authority, Ignore multicast rpc if has no authority.
Player.ControlledByLocalClient handled by us instead of unreal
Remove control rotation and location stuff from player
Give players a replicated player state property. Send client info last so that client can create a local client object from local player state.
Add very basic client side movement replication to test player
fix for instantiation of fabricator menu
fabricator menu work, canisters now have upgrades associated with them
New backup lights & lighting prefab wip.
[D11] temp fix for spewing error, water system will be upgraded
[D11] [UI] Fixed player being forced to stand everytime they open in-game screens when crouching.
Added "Update Game Manifest (Fast)" which doesn't do PreparePrefab and all that slow stuff (useful when all you did was add a new prefab)
Added platform.force and platform.exclusion test entities
Player inherited velocity is networked
[D11] fix some materials skipped from the upgrade because were still using standard shaders, but had been fixed to Rust/Standard shaders on the main branch.